text:
Texture is rendered as a flat colored surface
I'm using AMD ProRender and I can't get it to render a texture I applied to a cuboid properly. This is my node graph and material properties panel:

And this is what the render looks like:

Basically the floor should have a damaged concrete texture. I'm probably being an idiot and overlooking some setting. What am I doing wrong or how could I proceed to troubleshoot this?

Did you UV unwrap it, or did you tell the render to use some other texture coordinates?

When UV unwrapping, I hadn't selected all the sides of the object. Press A to select everything, then U to unwrap it all. Marking seams and unwrapping does nothing when there is nothing selected and there is no error message.

This is the answer. I just had to select all faces before unwrapping and now in can display the texture. Is it unclear?

It's better with your comment now, makes the procedure more consistent


text:
How do you make clothes move along with model
how do you make clothes move along with your model? Do you rig the model first and then parent it to the body of the character then click cloth simulation? I am a little bit confused with the process. Thanks for the help.

If your character is rigged right, the above should work. You may need some cloth pinning.

You need to setup some pinned vertices on your cloth mesh.

Create vertex group with pinned vertices:

Enable Pinned and use that vertex group:

Done. Now your pinned verts will follow the movement of cloth object. You can parent it to bone or some other object.

source: Stack Exchange

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

sort: votes


text:
Options for object creation are greyed out
I am trying to model a tree. I turned on the Add a sapling add-on in user preferences, however once I want to begin editing the settings, they come up but is grey and doesn't let me click on it.

I have also attached my blend file here: http://www.pasteall.org/blend/32199

Works for me, might be an issue with your Blender installation.

Hmm are there other ways to create a tree?

You could go through the time consuming process of manual modelling, better to check the console window for an error message, or reinstall.

you using 2.72?

Actually yes i am, the most recent verson

Do you have "global undo" in the user preferences turned off?

same as this

Where would i find global undo?

ahh i have turned it on but it still doesnt work, do you think it's better to just re-install it?

@AyoAdelagun Perhaps you have a conflicting addon or something. Try loading factory settings (info header > file) then enabling only the sapling addon.

You have to enable: Global Undo
For 2.8x and 2.9.
Edit > User preferences > System > Memory & Limits: Global Undo

For 2.79
You can do it in User Preferences (Ctrl+ Alt U), in "Editing" Tab.

Ensure that Global Undo is checked in User Preferences as mentioned above. Next, go to Settings in the Sapling: Add Tree region adjacent to the work window.  In the Settings, go to Branch Splitting.  Set the number of levels to 3 or more.  This will allow you to select a shape.

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

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


text:
How can I move the objects in a single direction?
How can I move the objects in a single direction? Im tired of it going off course!

Press X Y or Z to constrain the transformation to a single axis.
You can also press ⇧ Shift X/Y/Z to constrain the transformation to two axes. For example, G+⇧ ShiftZ will constrain the transformation to the X/Y plane.


text:
How can I create 2D objects?
Is there any setting to make a 2D object? Or at least an object that can only be seen from 2 angles.
I tried making an object very skinny, but it did not work.

If you don't like the answers so far we need a bit more information. What did you try to achieve and what did not work?

Just make it infinity skinny ;)
⇧ ShiftA> Mesh > Plane will add a 2D plane.
Such a 2D object cannot be seen edge on:


text:
Order of vertices added using Python script and bmesh
I am using Blender 2.71 and Python 3.4.0 and I would like to add a row of vertices in such a way that I can call them using bmesh.verts[] in the same order that I placed them (or in reverse).
I have placed them using the for loop:
for x in range (0,5):
    bmesh.verts.new((x,0,0))

This results in five vertices in a row starting from the origin. However, the call order for bm.verts[] is totally muddled. For example, if I then run the following:
bmesh.verts.remove(bm.verts[0])

the one that disappears is the second from the right. I would expect it to be either the left or right-most vertex. Can anyone explain to me which method Blender uses to store these vertices?
The object contains no other vertices.
I have noticed that when adding four or less the order is sequential from right to left, but something changes at five. Is this something to do with polygons?
Thanks

Short answer is no, however...
BMesh only ensure vertices are added in-order when they are added to a newly created (or converted) mesh (which is OK for importers and geometry generators).
Once vertices are removed you cant rely on this.
Best use a list of your own to keep a reference to vertices added if you need this.
Sorting
if your really need to ensure some order, you can sort verts using the same method used with Python lists eg:
bm.verts.sort(key=lambda v: v.co.x)

However it would be inefficient to sort vertices every time you add once.

Thanks. What would you suggest to be the best way to reference the vertices?

Ah, a "list" I suppose!

Is there a way to create the vertex without using bmesh.verts.new(position)? I first tried to set the index immediately after creating a new vertex, and also tried implementing a list, however in both cases the new vertex is lost in amongst the muddled ordering before the reference can be applied, and I have to iterate through all the created vertices to find the new one (index=-1). There is a lot of excess computation as I am creating a terrain with many, many vertices. The only other thing I can think of is to use some function of the initial position as the index. Thanks for your help!

Added note that you can sort bmesh vertices. but really you should add new vertices to a list if you care about order.

I guess I will set the index/list reference by (co.y*rowsize + co.x) since it will be a rectangular grid. The reason I need to do this is to be able to use it like an topview image or heightmap for my terrain. I have some image processing experience and would like to apply the same morphology techniques to this project.


text:
Fire is bleeding/rendered in front of all objects in Eevee
I'm playing with fire simulation (added it to an object via object-quick effects menu). I use couple of faces on my torch model as an emitter. I encountered a problem when the fire is rendered in front of all objects, but only in eevee. In cycles fire is rendered as I'd expect it to i.e. it doesn't overlap my torch. What should I do to fix it? I have already tried playing with parameters in physics settings and volumetric shader settings but results stay the same: good in cycles, bad in eevee. Here are 2 renders to show what I mean. First is eevee, second is cycles.
I've tried setting up fire simulation in both latest blender 2.81 and recent 2.82b

This might be a little late but I figured it out. I had the same problem so after an hour of playing around with settings I figured out it's a setting under the volumetrics tab in the Scene options. Increase the start value until it doesn't go through your object.

Where exactly?  Under Scene Properties?  Or under Render Properties?

Ah!  Nevermind.  I got it.  It's under the Render Properties.  It wasn't my Start setting under Volumetrics.  It was my End.

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


text:
Create a sphere with multiple layers and a chunk cut out showing them
I have a graphic that I plan to use in a video. Right now it's 2D and I plan to animate the layers as we discuss each point. I'm brand new to blender, but was wondering if it's possible to translate this design to a 3D one and animate the model instead. Any help would be appreciated!

what kind of animation would you like?

Start with a sphere and delete the faces that you don't want. Then, select the whole object in edit mode, press "E" to extrude, press "S" to scale, press "0", and then press "Enter".

You can duplicate this as many times as you want and then add a normal sphere in the middle.

Boolean and optionally solidify modifiers.

Starting with the default cube, move it to location (1, -1, 1).  This will be our boolean "cutting" object.
Add a default sphere, optionally give it a solidify modifier and a boolean modifier.  With a solidify modifier will be akin to revealing a tennis ball, without chopping a quadrant out of a solid pool ball. Using solidify will stop any chances of z-fighting with overlapping cuts on inners.
Set the thickness of the "crust" using the thickness of the solidify modifier.
Set the cube as the cutting object of boolean modifier.  (otherwise settings are defaults)

 One I prepared earlier, showing wireframe cube, the modifiers, with without solidify, and forgot to twiddle thickness
For each next inner layer, duplicate the sphere, this ensures it also has same modifiers,  scale it down, if using solidify adjust thickness to suit, .
Finally the inner core has no modifiers.
Notes:
This uses the one cutting cube, having a unique cutting object for each  sphere to reveal layers on each separately.

Depending on what animation you need, you may be able to keep the model very simple... (which may help with animated cutaways, etc.)

.. and take advantage of the 3D Gradient (spherical) texture, quantizing it with a color ramp..

Which gives this sort of result without explicitly constructing shells.

(For example, any other intact sphere centered on the same place, sharing the same material, could be scaled in and out from the center, and would change color automatically)


text:
I only see a fraction of the scene
I just started to do cubes on blender... And I pressed a key(don't know which one) and I only see a part from all the scene.

I don't know how to make reference to this for searching what did I press...
Can someone explain me what did I do and how to reverse that?
Thank you so much.

Did you accidentally enable the clipping border?
AltB to clear it

Yeah it was that! Thank you sooo much! I was freaking out hahahah

@YunaSch You can accept the answer, so the question will be closed.

@Hikariztw Hi. Slight clarification: Having an accepted answer does not 'close' the question. The question remains open, answers can still be added and the accepted answer can still be changed.

@RayMairlot Oh, I mean... done? How do say that word in English?

@Hikariztw Well, as I said, the status of the question doesn't change at all and any part of it, including the accepted answer, can change, so it isn't really ever 'finished' or 'dealt with'.


text:
How would I go about making the cloth wrap around a weapon handle like this? Cloth sim or something else?

Hi I was wondering how I could achieve this cloth effect for a game asset I'm making. Would it be smarter to model it or use cloth simulation or should I use curves?

I advise the beveled curves.


text:
How to select all faces within a square with a certain length and at a location (x,y)?
I have seen this : Selecting faces within a given radius
But it's a circle, I'd like to do the same but with a square
So is there a way to select a face from a coordinate point (x,y) and then apply the script to select a square respecting a length?
Basically to something like that:

I thank you in advance for your help, attention and time. I'm a begginner and I was thinking of KDTree but I don't quite understand the documentation... So if someone may help me I'll be grateful.

Square select.
Here is an edit to @zeffis answer
In edit mode, with face select mode, select a face and run script.
Change space = 'GLOBAL' to space = 'LOCAL' to select square using local coordinates of the mesh
size is the side length of the square

 Test run in GLOBAL mode

 Test run in LOCAL mode
import bpy
import bmesh
from mathutils import Matrix

space = 'GLOBAL'
size = 2 # 2 x 2 square
d = size / 2

obj = bpy.context.edit_object
if space == 'GLOBAL':
    M = obj.matrix_world
elif space == 'LOCAL':
    M = Matrix.Identity(4)

me = obj.data

bm = bmesh.from_edit_mesh(me)
f = bm.faces.active
if f:
    o = M @ f.calc_center_median()

    for f in bm.faces:
        f.select = (all((abs(o.x - (M @ v.co).x) <= d) for v in f.verts)
                and all((abs(o.y - (M @ v.co).y) <= d) for v in f.verts))

    bmesh.update_edit_mesh(me, True)

Note answer written for 2.8.  To run in 2.7x replace all at symbols @ with asterisk *
Notes
could extend to "cube" select by adding the z coordinate to test.
Doesn't consider the alignment of the view, either uses global or local coordinates.
Could extend to have choice to extend selection or not.

Thank you it works very well!
But as a complement, will there be a way to enter coordinates[x,y] (locally) and then automatically select the faces without having to be in edit mode?

Simply set o = Vector((x, y, 0)) however you want.  Re object mode, look up bmesh docs, Create empty bmesh, bm = bmesh.new() load the mesh bm.from_mesh(me) write result to mesh bm.to_mesh(me)  Select operations are usually done in edit mode.  In object mode possibly better to return a list of faces, or face indices.

Well, I don't know how to do this, or if it's possible, but I DO know that if you press "C" you'll enter circle select mode, scroll your mousewheel up or down to increase or decrease the size of the cursor. in this mode, left click is select and middle mouse button is deselect, to exit, just right click.
On the note of wacky methods of selection, if you select one face, find the end of the line and hold CTRL, doing this allows you to jump to the end of a line. for example, if you have a line of 8 faces, select the first one, then CTRL select the last one in the line and they'll all be selected.
you can lasso select with ctrl+left mouse button, but unless you're a sniper main in TF2, it won't work out well. (meaning if you're not too hot with your mouse, the selection will be squiggly.) I'm sorry I didn't answer your question with what you were looking for, but I hope I helped.


text:
Applying subdivision surface modifier failed

I have been using blender for about 15 years now and never had this problem.
I'm using blender 4.1.1, the latest blender version on steam.
I really just added a normal icosphere, added a subdivision surface modifier and don't see any visible changes when I change the values. When I want to apply it, I get the error message at the bottom that it failed.
Why is this happening? Does anyone please know a fix?

Hello, maybe there's a problem with an addon?

My 2 cents: I usually have such a display in the right hand side panel (red icon and no On Cage icon) when I miss click and drop the Levels Viewport to 0. Yours seem equal to 2 however...

I suspect you have simplify enabled, which is limiting the preview subdivision levels to 0.

@Nathan Deactivating simplify was the solution, thank you!

@Nathan: a stupid question... Where is this "simplify" thing ?

@StefLAncien properties/render/simplify

Max Subdivision under Render Properties was set to 0. Increasing this value or simply deactivating Simplify was the solution.


text:
Efficient Script to unlink duplicate object
Is there an efficient way to unlink geometry? I use a loop on object data user then duplicate:

I use loop on object data user then duplicate :
if obj.type == "MESH" and obj.data.users > 1 and  obj.name != obj.data.name:
        bpy.ops.object.duplicate(linked=False)
        obj.select_set(True)
        bpy.ops.object.delete()

but it's so slow. Can we just unlink all geometries with a built-in function?
Regards, Gilles

This should be way faster. Operators force a recalculation of the entire dependency graph once executed. I use a copy of bpy.data.objects so as not to modify the objects while iterating over the list of objects.
import bpy

for obj in bpy.data.objects[:]:
    if obj.type == "MESH" and obj.data.name != obj.name and obj.data.users > 1:
        obj.data = obj.data.copy()

Just in case, I have to mention that the menu Object ► Relations ► Make Single User have multiple operators for that. The one you could use is Object & Data.

The python command is bpy.ops.object.make_single_user(obdata=True).
It would be interesting to compare the execution time with @Gorgious's script. But I reckon if that's all you need to do, it's enough.

Haha I didn't even consider doing that :) After a short test with circa 15k cubes both take more or less the same time (a few seconds). I'd still go with yours since it's more straightforward for such a basic use case.

Good to know both are viable! Funny your edit, as right after posting I thought "oh wait, I could have added the python command... Oh well, it's time to cook lunch and I have python tooltips on my screenshot". Well played x)


text:
Inverted normals only in unity not blender
Whenever I load my model into unity it shows up like this:

The tube that should be on the right side is inverted.
In Blender, it is all blue when I have Face Orientation on. I also have backface culling on and it still looks fine! When I invert the normals for it, it just becomes very dark in unity and inverted in Blender.
https://pasteall.org/blend/5cfc27281a98401aba3a49d5d9dc4523

Please share your file so that we can see what's going on. https://pasteall.org/blend/ and don't forget to add the link to your question.

I don't know Unity, but your model is actually facing backwards in Blender. Press 1 on the numpad and it shows the back, whereas CTRL-1 shows the front. Also the 3D cursor isn't on the world origin which is affecting the position of one of your tubes.

How would that have any effect to my normals?

It wouldn't but you're asking why one of the tubes is inverted in your question and face normals wouldn't have anything to do with the position of your tube.

So, this isn't going to fix my problem?

It was only a suggestion. As I said, I don't know Unity so someone else here who also uses it might be able to help.

Oh, okay. Thanks anyway!

I think you just forgot to export the tube.

No, it is just inverted.

@SomeRandomCoder have you tried to re-export and import it? I tried your file and it works fine.

I'm guessing here that you may just have missed the left tube when you imported/exported it.
I exported your file to FBX format and this is what I got in Unity when I imported the FBX file :

As you can see, the tube is there.
I would suggest you to check in your Unity scene and search for the mesh and the object named NurbsPath.001. If you don't have it, then you just forgot to include it in the import/export somehow :

One thing I can assure you is that the normals of your tube are not inverted. At least, they are not in the file that you linked to us.
If the problem is persistant, you can just re-export the objects from Blender and import it again.

I have the tube but when I look at the tube from the side I see the outside of the tube in the inside. I'll edit it to show the image.

Have you tried exporting and importing again? The file you gave us doesn't give that result.

What do you mean? As in the fbx?

Yes export again from blender as an fbx and import that fbx in Unity.

I have multiple times

Can you share the fbx you exported?

How am I supposed to?

You can use pasteall.org or any other file sharing website and then share the link here.


text:
What causes the anomaly of the first row of my grid compiled of hexagons, or how to delete it?
Update: It seemed to be a glitch. I set my modulo to -2 like alambre recommended and it worked. Then I set it back to 2 and it didn't change at all (setting to -2 the first time did change it)
I have made it so that every second row moves a little to the left using mainly modulo, floor, and index input, however the first row moves right for some reason.
Images of moving driven by the divide node:

I have no idea what is causing it and I seem to have done everything like the tutorial (https://www.youtube.com/watch?v=EboNtLKn_m8&list=PLVm7O9OzjT6EIDtFGC67QxGsHkz3_RbIw&index=13)
What is causing and how to solve it?
Full node build (not adding the two modulos together doesn't change anything):

Blender File

the "best" thing you can do is follow the tutorial again - step by step - exactly how Erindale did it. His tutorials work (i watched many of his too). But if you want us to repair/help you, pls provide blend file so we don't have to rebuild it. Thanks.

just had a quick look if you change the modulo 2 to modulo -2 in the grid section it works I think... didn't check the tutorial to compare where's the problem

weird glitch :p


text:
How do I switch multiple materials in the geometry node editor with the new index switch node?

I am currently trying to build a geometry node setup with the new Index Switch Node that can switch the assigned material of an object around, that I can just write 1, 2 or 3 into the Index Switch Index field and the cube becomes red, green or blue. This would also be very useful for a face and mouth material switch animation, like animating Lego figures.
I know that this already works with more complex Material Nodes setups, but it would also be cool to have a Geometry Nodes solution.
Something in my Geometry Nodes setup is wrong, when I write in different values in the Index Switch Index field the cube stays red.
Does anyone know how to get it working?

The Join Geometry node is useless - it joins geometry  But in the upper socket you just plug a Set Material node with nothing in the Geometry input. So you join empty geometry with the cube to which you do not assign a new material. Plug the cube in the Set Material node and delete the Join Geometry.

@GordonBrinkmann Thank you for the information, but... In what way do you want me to plug the cube? Is there a node for that that takes the object? What is that node called if yes? I have very little experience with geometry nodes

Do I understand you correctly that you basically have no real idea how Geometry Nodes work? Have you done any tutorials on Geometry Nodes? You said in the question you know this would work with more complex setups but you wanted to try the new Index Switch node... this made me think you know the GN basics. When you add Geometry Nodes to an object - in this case your cube - the original mesh (the cube) is fed into the nodetree through the Group Input node's Geometry output. The reason you still see the cube is because it is plugged into the Group Output node's Geometry input.

In the Set Material node you have no geometry plugged in to which you want to assign the material to, that's why you see nothing changing.
Assuming you want to change the material of the base object (the geometry you get from the Group Input node), plug it into the Geometry input of the Set Material node.
For the Index Switch node: you can plug Material nodes in there, but you could also simply choose them in the fields themselves. By default the switch node has only two inputs, but you can add more in the Node Properties with the Add Item button.

Thank you, that fixed it.

You're welcome, no need to thank me but please read What should I do when someone answers my question?


text:
Material Based Outline EEVEE
Hey quick question is there a way to make mesh outline using only material nodes (no inverted hull method).

Not good ones.  You could use the dot product of the normal with incoming to mix with outline color; mix when the dot product is, say, <0.05.  This won't look good on a low poly mesh, but as your vertex count approaches infinity, on something smooth shaded, it will look fine.

There's video tutorial on how to do it.
here's the link: https://www.youtube.com/watch?v=xMDKuWa5OMo


text:
Is there a way to do Stencil Shadows in Blender?
Is There a way to do Stencil Shadows (Stencil buffer) in blender ? or at least a way to cast texture in a shape of seperate mesh

Read up on Material Cryptomattes. Is that what you are after? @Loko

i need something closer to this https://en.wikipedia.org/wiki/Shadow_volume from what i know this was used in mario games

What is the purpose of such thing for you in blender ? Do you have some visual expectations or data format ... if you need just sharp shadows disable all light bounces and set Point light Size to zero.

You could use the Diffuse Colour and Shadow passes and manipulate them in the Compositor. In my case, I used the Eevee renderer with a 0 radius light and Soft Shadows turned off. I used the Exposure node in the compositor with the Shadow pass as the exposure factor.
The following GIF was rendered once, combining different render passes in the Compositor.
From top to bottom :

Diffuse Colour and Shadow pass
Shadow pass
Diffuse Colour

can you show me a blend file of this and also is this only work on pre rendered stuff ?

Edited answer with blend file @Loko . And yeah, compositing has to be rendered and cannot be viewed in the viewport directly.


text:
Geometry Node Proximity Shader Question
question in this video
https://www.youtube.com/watch?v=sH8SovE4G-Q&t=1373s
the person was able to get colors on the cube without subdiving the cube and instead he was using vertex colors, and yes i know he was using blender version 2.93 version and that version has some unique node (Mainly Attribute Proximity Node)  and so here's the question
can you somehow replicate his way of using vertex colors instead on the version 3.0 or 3.2 ?

In the video it's an early Blender 3.0 alpha version, not 2.93. Have a look at the status bar in the video. The cube is subdivided 15 times (at 15:36) and at 17:06 you can see it in edit mode. Also, he uses different materials, not vertex colors. But indeed there is still the Attribute Proximity node used which is a 2.93 node. In Blender 3.0 with Geometry Node Fields, this node has been remade as Geometry Proximity.

As Blunder has already noted: The cube is subdivided several times in the example. Without subdivision this is not possible with Geometry Nodes. So please be so kind and edit your question.


text:
Eevee Casted Shadows Question
Helo is there a way (In Eevee) to somehow extract and isolate the shadows that are being casted on the plane and connected them do the color map to change the interpolation.

Yes - in EEVEE, you can use a Shader to RGB node to capture shadow data from a diffuse (or other) shader and then run those values through a ColorRamp to change the interpolation :

If you already have an image texture (or color) you still want to use, you can multiply the shadow values from the ColorRamp over top of it:

It works just as well with full PBR sets:

If you want simple Toon Shading (as per your tag), make sure to use "constant" interpolation on the ColoRamp, and connect the shadow/color mix directly to the Material Output with no shader (BSDF) in between:


text:
How to avoid objects intersecting and sinking into the base object with geometry nodes?
I am new to geometry nodes and I made a simple node architecture to achieve the result shown in this imgur image folder. As you can see from the second image, roses tend to intersect with each other and to sink into the ak-47. The nodes architecture I am using is shown in the third image, and it refers to the ak-47 object ('root' in the Point instance is the rose object).
I would like to achieve a better distribution of roses upon the ak-47. Any suggestions or changes to make to the geometry nodes?
Thank you very much guys!

With Poisson disc + distance you can prevent the instances from intersecting:

Thank you so much Chris. What version of Blender is this? Nodes seem tobe different with respect to the once I have.

is it Blender 3.1.0 alpha

if you tell me your version, i can provide a solution for your version

I just downloaded the 3.1 alpha version so I was able to use your same nodes. The problem is that I am getting weird distributions over the base object, as you can see from these two pics https://imgur.com/a/L113gFW. Any help?


text:
Challenging Transition from Vertical to Horizontal Faces
I'm trying to make a transition from vertical to horizontal faces, but I have no idea how to do it without causing shading issues. I've never seen the pattern like this before and I didn't find anything simular on the Internet. My knowledge of blender are too bad to deal with it by myself. Here is an example of how it should look like if it is done correctly: I've been trying to fix it for three days, but I haven't seen any progress. Can someone take a look at it.

Hello, the object you share doesn't seem to be exactly the same as the one you show? Also do you have a pircture of the reference model? It looks like there are 2 things here, the transition to flat and the transition from a sharp edge to a smooth one?

Here is a try, the topology before:

The topology after. If the edge needs to be sharper, slide the adjacent edges closer to it:

Once you give it a Subdivision Surface modifier:

File:

Wow!! It looks really nice. Can you please share the edited file?

Sure: https://blend-exchange.com/b/q4dz6pv6


text:
How to connect flat and tilted edges properly?
I create a mesh with this specific pattern and I need to connect this two edges without causing shading issue (img 1). If I just fill them with F key the shading doesn't work properly because the filled face isn't flat (img 2). The other option is to use a triangle but it may cause problems in the future (img 3). Is there any way to fill this gap smoothly with quads?

If you  right click and Shade Flat it should work, if you just want to shade flat these faces, select it and Ctrl F > Shade Flat

Thanks for the tip but I don't want to shade flat the faces. I just wonder how to connect them with flat quads..

You say that you don't want to shade flat but the rest of your mesh is shaded flat

Yea, I just showed the example but I forgot to mention that the transition has to be smoothed and beveled

Enable the Auto Smooth option, it will only smooth between the faces that have the angle that you determine, increase the angle value until you're good, don't push too much otherwise it will smooth between the faces that are perpendicular and give bad result:

To keep some edges unaffected by the smoothing, select these edges and press CtrlE > Mark Sharp:

Is it possible to adjust auto smooth angle for individual faces but not for the entire object?

Ctrl E >Mark Sharp?


text:
Weird Shading while rendering
I have this weird shadow on my coins while rendering. It does not appear in any other case than rendering. I tried rotating my light but it doesn't help. And I think it's not the topology causing the problem. If I move my camera the shadow moves with it. How do I fix the issue?

Hello what weird shadow? Maybe you have an object thas us hidden for preview but enabled for render?

I fixed the problem. It was caused by incorrect normals. So recalculating normals outside made the shadow disappear. I also cleaned up my topology even more but that's just to be safe.


text:
How to remove frames or isolate a segment of frames from timeline (no keyframes ... former .ABC file)
I have a Transformer animation I purchased off CGTrader. It came as an .ABC file. I imported the .ABC file into Blender. The existing frame range is -72 to 998. I want to isolate frames -30 to 195 and save as a new file (reset as frames 1-225) that I can then bring into another Blender project I’m working on (compositing the 3d animation into live action footage…my live action plate has frames 1-225).
While I can choose “allow negative frames” in “Preferences”, and can click the clock button to use preview range, that only impacts playback. I can’t change the frame start in “Scene” settings as it automatically changes to 0 if I try to put in -30 (although it stays at -72 as long as I don’t touch it).
Because this was an imported ABC file, there are no key frames. Thus, the standard selecting keyframes and deleting them doesn’t work.
I read somewhere that you can convert the scene to a strip and edit it that way (choosing the frame range I want to cut out), but I haven’t been able to figure out how to do that. I’ve attached a screenshot of what I’m looking at.

Thank you in advance for any tips or help that anyone can provide.

I think the simplest option would be to offset your alembic within positive frame numbers. Do you have that option when importing the alembic file (in the sidebar while browsing for the abc file in Blender). Otherwise I think you have that option on the object itself, in the modifiers tab. But you'll need to make that change on every object. You can do its once and then synchronise the modifiers settings. But check the import option first, it will be simpler. We'll see how it goes from there.

Thank you for your answer. Unfortunately I don't think these are viable options without a massive amount of work. When I first imported the alembic file, I saved it as a .blend and also I had to go back through and re-assign new materials to all the objects in the model as they did not import correctly. There are hundreds of individual objects in this model. It took me several days. This would also mean that I would have to do the same thiing with the modifiers that  you mention.
I wish there was just an easy way to trim off frames.

Turns out if you modify the Offset value on one object, it seems to propagate to all other objects of the same alembic file:

That didn't seem to do anything..
Wondering if there's any way to use the VSE to do this. Soimeone here said you can load your scene as a scene strip and cut out frames you don't want. But I've been unable to successfully get this into the VSE.
https://blenderartists.org/t/remove-frames/508193/5

That's for rendering, you are just offsetting where your scene will be rendered in the final video editing, you are not actually offsetting anything in the scene.

Using the frame offset should work, have you tried setting it to 31 ? Could you provide an example scene with the issue ?

Yes, but it didn't do anything. I chose one of the objects in the model (I chose "bone left femur"), go to "Modifier Properties", click "Add Modifier", chose "MeshSequenceCache", and chose the original ABC file for the file path and the bone left femur for the object path. I then set Frame Offset to 31. It had zero impact on anything, and the setting didn't propagate through any other parts of the model either.

OK looks like I solved the issue now. If I go the "Main Father controller" which is the top in the hierarchy of all the objects, then choose "add object constraint" and "Transform Cache" and the file path as the original ABC file, then do the frame offset, it now works! Thank you for your help!


text:
Center object's mesh around its pivot
In Blender, after resizing a box - ie you could make it very flat like a square tile, the pivot point of the object will likely be outside. How do I move the mesh and/or the pivot so that the pivot will be located exactly in the center of the mesh?

Yes, indeed looks the same as my question.

Shift-Ctrl-Alt-C>origin to geometry. You can also use the 3D cursor as a pivot point, by hitting . on your keyboard.

It's strange. All of a sudden today when pressing Shitf-Ctrl-Alt, a "zoom" feature of OS X (don't think it's Blender) shows up and I'm unable to perform Origin to geometry.

I found out how to fix the above. It's an accessibility setting, I must have somehow had it turned on by mistake. System Preferences→Accessibility→Zoom, uncheck Use scroll gesture with modifier keys to zoom


text:
Properly export COLLADA for use in SceneKit
What is the correct way to export meshes including textures etc for use in SceneKit of iOS 8 or even OS X? By the default options I can only export meshes - somehow I don't get textures to work. Also Preview in OS X has trouble opening anything output from Blender/COLLADA so far. Running OS X Mavericks.
For instance, the ship.dae that is included in a template SceneKit project in Xcode 6 has Y for up, whereas stuff exported from Blender has Z up. Maybe this causes errors in the Apple world? Also importing ship.dae then exporting it with default options gives likewise "bad" COLLADA output. I was doing a diff in the input ship.dae and the output one and the differences were rather many so I don't know where to start.

Have you tried to pass user data to SceneKit through the .dae file? I don't know whether it's possible, though, I'm just curious.

I haven't been doing any SceneKit or even Blender for a long time, but it seems like the USD format (Universal Scene Description) is the way forward - already supported in iOS 10. Unfortunately it seems like Blender does not support it, yet.

press the export button and then done and it will work

Until I can get a tutorial made I will give a couple pointers.
Solve Blender "z" up axis

Create a folder on your desktop and give it an extension of ".scnassets"
Put your collada(.dae) file along with any textures you will be using
Drag the folder into your project and save as copy like usual.
Click on your scnassets folder and you will see a checked box (if not check it) for converting to a "y" up axis.

Using textures with Blender collada

Click on your collada(.dae) file inside your project in xcode.
You should see your scene and on its left side a list of cameras, lights, materials, and such.
Open the materials tab and click on one of your materials.
On the right hand side in the inspection window click on the ball shaped icon to view the diffuse, specularity, and such of that one material.
Click on the diffuse tab and when it opens you should have an option of colors and your textures within your project.  Select the texture you used on your model within Blender.  As long as you UV unwrapped them properly in blender they should apply instantly within your scene view.

NOTE
Blender will not export the texture for you. No need to check on that tab inside of the collada exporter window.
ANOTHER NOTE
If you want to add to or delete something from your scnassets folder, navigate to your project folder to do so and not xcode. This took me a while to figure out so thought I would save everyone the trouble.

Thanks - the axis thing seems to have been set up already. Actually, the meshes' "up" were never incorrect. However when I set "diffuse" to the texture (I am using a texture for a floor), the floor appears to change to use the texture but it's very blurred so it basically just displays an extremely blurred out brown color - the original texture is a fine tatami mat.

Another note: the template ship.dae has a meter specified as "0.01", whereas anything exported from Blender has "1". Maybe the scale is incorrect.

Did you uv unwrap your floor in blender. Sounds like all of your vertices are stacked on top of each other and basically displaying the color of one spot of your texture. I haven't had any issues with scale.

Ok you are probably right - I just started with Blender a few days ago and even though the preview within Blender displays the textures, I guess I will have to find out how to exactly do that part. Btw I followed this short tutorial on texturing in Blender: https://www.youtube.com/watch?v=Ix6_j-PMtSE Maybe you could include a short texturing part in your tutorial ;-)) I'll set your answer as right.

Thanks and I will check that out. There are plenty of good tutorials on uv unwrapping on youtube also.

Jonny that was a good video using Blender render but a few years old. He projected but never unwrapped his uv's. When you unwrap them they are stored as 2D coordinate values in your collada file which helps match them back up to your texture in xcode(scenekit) or any other program.  Search youtube for uv unwrapping and I believe your problem will be solved. If I find a good one I will post it here.

I did it by following this tutorial to make a wooden cup: https://www.youtube.com/watch?v=9PJL0eAuZ_E For anyone watching this, the texturing part begins at about 6:30. The only problem when looking at the .dae in Preview and on an iOS device is that there was no texture inside the cup, but I could set "Double sided" in Xcode and it fixed that. Now the cup still looks a bit different, it has not the same "thickness" on top. Anyway this is getting lengthy, so a complete tutorial writeup on a lot of these things would be very useful.

Great tutorial indeed Jonny. Your SCNMaterial class has a property called "doublesided" which should be applied in your case. The cup is modified to show thickness but actually is only a single layer all the way around it. You will have to use SCNSceneSource to get a reference to your material as answered in the question you asked about untitled animations and set that property to yes. It is default no because most cases the back side of a polygon is not visible. Such as a cube. Glad to see you are finding your way!

A heads-up. The option to fix up axis to Y seems to be gone from Xcode 8. I just cannot find the feature in Xcode 8.2.1.

I found out (thanks to http://stackoverflow.com/a/41606318/129202) that you need to ctrl-click the .scnassets folder in Xcode and "Open as Scene Kit Asset catalog". This opens the options we are looking for.


text:
How can i select items with negative scale value in python to Blender?
How can i select items with negative scale value in python to Blender? Additionally script should only check items with sufix _kill in their name but that i can do with chatgpt :P
Thank You!

What do you mean by select items?

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

This script will only select mesh objects with a negative scale.
import bpy
from bpy import context

for object in context.visible_objects:
    if object.type != 'MESH':
        continue

    if object.scale.x < 0 or object.scale.y < 0 or object.scale.z < 0:
        object.select_set(True)

Since vectors are sequences, you can also do if min(object.scale) < 0:


text:
Dynamic topology in sculpt mode causes sculpt to deform on opposite side
I have been trying to find a way to word this to google or SE search, and I can't find anyone showing this issue. When I sculpt with dynamic topology enabled, the changes that I make to one side of the sculpt cause changes on the other side of the sculpt that I did not intend. In the example below, I used Draw brush on the side facing away from the view. I did not do anything to the side facing toward the view, that all happened on its own. This only happens when dyntopo is enabled. Any ideas how I can prevent this besides just not being able to use dyntopo?

Maybe activate the Front Faces Only option, but it should not happen only with Dyntopo... Or please share your file so that we can test?

@moonboots - This was a new file after a fresh install of Blender 3.5. Literally just started it up and noticed the issue right away. :/ The Front Faces Only option also causes issues with sculpting because any polygon that isn't facing directly at the view has a chance to be ignored, which makes for a very messy sculpt.


text:
Refresh all linked libraries with the press of a button?
I work a lot with linked .blend files, and doing the back and forth between scenes could be so much smoother if I could just refresh linked libraries with a keyboard shortcut instead of having to change my Outliner menu, find the right library, and click refresh.
I found this addon which is supposed to always automatically refresh libraries as soon as it detects a change, but I would rather have control over when libraries refresh, rather than it happening automatically.
Does anyone know how I could do this ? Maybe a python script ?
Thanks a lot !

I don't know about an alternative method for this, but you always can split the outliner in two: one with 'view layer' display mode and the other with 'blender file'.


text:
Using the same scatter geometry node setup twice breaks density input
I made myself a quick little scatter geo node to make the creation of outdoor environments easier.
I need to scatter two seperate objects on the same plane, so I create two different scatter modifiers on my plane.
The problem is that on the second scatter, whenever I click on Switch to attribute next to the density input, all it does is completely break the first scatter's density input.

(Notice how the top Scatter's Density input switches back to float)
This happens even if I duplicate my geometry node and use that duplicate as my second modifier.
Does anyone know what could be happening and how it could be fixed ?
Thanks !
(Here's the scatter.blend for those who want to investigate further)

if you add a 2nd GN modifier after your first scatter, of course this behaves totally different because the input geometry of the 2nd scatter isn't the same (a plane) but the whole output geometry of your first GN. Unfortunately your switch node in your example is connected to nothing, so it is not clear how you connected that. Solution is either to copy your plane as object with  and do the one scattering on one plane and the other scattering on the other with maybe the same GN node tree but different input values or you make one GN node tree with 2 scatterings.

Yeha that switch node is just a remnant, I didn't use it. So basically the solution would be to edit the GN to entirely support having a second scatter?

one solution, yes


text:
Translate Joint constrained by custom axis
I'd like to translate a bones tail along an axis defined by itself and another joints head/tail, e.g:

Is this possible? how do you do it?

You mean, in edit mode?  Snap cursor to head of one, set cursor as pivot point, select tail, scale to eye.  Can also be done with "active selection" pivot point-- fewer actions, but a little more difficult to describe.

Yea thats perfect thanks, I've only really played around a little with blender a bit so apologise for the bad question


text:
Why does my camera background image look pixelated before rendering?
Color pixels appear all over the background Image I upload in blender 3.5.1.0. it's been doing the same thing for the previous update too. Does anyone have a solution? Thanks

Please use Blender's built-in Window > Save Screenshot menu to save your image rather than taking a photo of your computer screen. This eliminates any distortion and smears on the screen surface and shows the whole window with all your settings.

What GPU are you using? It used to do this to me in certain Blender versions when I was using AMD 6700XT, updating or downgrading GPU drivers always solved it for me... it was always GPU related issue


text:
Make transparent object get shadow from particles in Blender
I created a mesh, then use particles to make grass on it. I just want to take the grass and grass's shadow on render, so I make the mesh's material become invisible (by using Transparent BSDF, alpha is zero).
But when the mesh become transparent, the grass's shadow is disappear too. How can I still get the shadow while the mesh is invisible?
I use Blender 2.70, Cycles Render

Thank you for fast replay. I tried it, but there is no "Set Alpha" node in my "Add > Converter" menu. May be in 2.7 version it has been deleted or renamed or something?

@user2695076 Make sure you are using composite nodes

Wait, I just noticed that the example image is transparent. Do you want the shadows to be rendered over image alpha? Or do you want objects behind the plane to be visible?

@gandalf3 I want the shadows to be rendered over image alpha.

@cegaton Thank you! That link is exactly what I need! I tried and successful.


text:
Need to get a 360 view of the object using cameras
I need to render an object and get a 360 degree view. I plan to do this by taking pictures from atleast 36 cameras, at 10 degree separation to give a 360 degree view.
Since I have several objects, I dont want to this manually. I am thinking to write a script to do it.
Is there any better alternative to do it, other than writing a script? Some way if I can do it manually in a much faster way?
Thanks.

Animate a single camera
Parent your camera to an empty placed in the rotation pivot point.

Now the camera should follow the rotation of his parent object using its origin as pivot.
Than insert two keyframe to the empty's Z-rotation channel in 0,0 and in 36,360 to animate the rotation through time.

Remember to set the interpolation mode of your keyframes to linear if you want a constant angular velocity and to set the final render frame range to 35 as the 36th is the same as the first.

Set png, jpeg ... an image, non video, format in the output tab and than pressing Render Animation button you'll get each frame rendered individually.
Note: if it is suitable for your scene, you can also think about rotating the object(s), instead of the camera.

You should either render from frame 0 to 35 or from frame 1 to 36.


text:
Clear saved filepath
I am writing an addon that uses linked libraries. In order to refresh the linked node groups you need to close and reopen blender. I am using some code from the Amaranth addon that I modified. Normally Amaranth prompts the user to save if they haven't yet. I would rather the the file be auto saved in a temp file, closed, then reopened. I have all of this functionality done.
My problem lies with the fact that now when the user goes to save it will save the temp file. I want to know if there is a way to clear the location it will save in?
I found bpy.data.filepath but it is read-only. I need a way to clear this so when a user presses CTRL + S it doesn't save in a weird location.
My operator is here:
class NGLRefresh(Operator):
    bl_label = "Refresh"
    bl_idname = "ngl.refresh"
    bl_description = "Relinks the nodes from the library file (saves and reloads)"

    temp_path = bpy.utils.script_path_user() + os.sep + "NGL_TEMP_FILE.blend"

    # A huge thanks to Pablo Vazquez
    # for the code from Amaranth (https://github.com/venomgfx/amaranth)

    def save_reload(self, context, path):
        if not path:
            bpy.ops.wm.save_as_mainfile(filepath=self.temp_path)
            bpy.ops.wm.open_mainfile(filepath=self.temp_path)
            return
        bpy.ops.wm.save_mainfile()
        self.report({"INFO"}, "Saved & Reloaded")
        bpy.ops.wm.open_mainfile("EXEC_DEFAULT", filepath=path)

    def execute(self, context):
        path = bpy.data.filepath
        self.save_reload(context, path)

        # Remove temp file if necessary
        if os.path.exists(self.temp_path):
            os.remove(self.temp_path)

        return {"FINISHED"}

You need to save the original path so you can use it later. This can be done by adding a StringProperty to store it.
bpy.types.Scene.orig_path = bpy.props.StringProperty()

As you can't alter the filepath, you could try setting up an app.handler.save_pre to check this property before saving a blend file, if it is there then use save_as_mainfile() to save it using the old path name. The gotcha here is that you could be interfering with the user choosing 'save as'.
The drawback to this approach is the user will see the tmp path in between your operator and choosing to save, so you may want to stick with having to save before your operator is run.
I think a better approach would be to create an addon preference that allows the user to enable saving the blend file before your operator runs, then if enabled you can simply save the blendfile and reload without any issues. If the user has not enabled it then prompt them to save and reload.

The problem with the first method you suggested is that the automatic saving runs when the file hasn't been saved at all. I will probably just prompt the user to save.


text:
Why am I having an error when exporting .glb format on blender 3.0.1?
I am having an error when I try to export a 3d model as .glb format.
The operating system I am using is Ubuntu 22.04.3 LTS.
Blender version is 3.0.1.
What do I need to do to solve this problem?

I don't use Blender under Linux, but I'd suggest updating to a supported version of Blender as a start. The nearest supported version to the one you're using is 3.3 LTS. If that doesn't work see if Install numpy for blender helps.


text:
How can I make rigged eyes stay on top of another rigged object?
I have recently created two rigged objects, one is representing a rigged letter and the other is rigged eyes. I have managed to make the letter to deform as I wish using the rig and the same goes for the eyes. Now I want to combine the two (note I have used two different armatures for each object). I basically want the eyes to follow the deformation of the letter. Before:

After:

Does anyone know a quick way to fix this issue? I have tried adding empty axes so that the eyes are clamped to the axes and the axes are clamped to the lattice but this didnt solve my issue. I have also tried parenting which actually does solve the problem but creates an additional eye in between which bothers me and I can't figure out how to remove it.

Note I am new to blender so there might be some key things I am missing. Thanks.


text:
I cant see the 'controls' for the rigacar addon
I couldn't see the controls for the riga car addonI found out that if I got into a separate file with a Mercedes car, I was able to toggle the visibility off and on with the value viewport display in the bone properties tab. But when I do the same with the original animation that I was aiming to make, (hence all the questions above about this questions about the widget), I cannot see the 'widgets' that control the car suspensions, drift handle, and ground sensors when I turn the hide option on and off, all i can see is a slight change in the textures of the bridge (which are farther away), I cannot see the controls. i can also see a small orange dot below the car when i click on DEF.body, DEF.wheel, it also moves with the car however i cannot see the 'controls' that are used to like control the suspension parameters, drift, ground sensors etc. Here's a photo   .

RigaCar is a third-party addon, not supplied as part of Blender which is what this Q&A site covers so you'll have to ask about it elsewhere. There does seem to be a YT tutorial about a bug in the addon, but I've no idea whether it covers the problem you're having with it.

ok thanks, i' will go watch the YT tutorial


text:
how do I correctly export a blender textured model into unity?
I am trying to export a model from belnder to be used in unity. I followed this video here which seems pretty useful but the textures are not showing up in unity correctly. I like the strategy in the video because ideally I can create whatever materials I want using blender nodes. Then only at the last step do I have to worry that they will work in unity. Otherwise you are limited to just using texture images for all assets and no other node types.
I have a simple blender unit cube with a brick material imported using belender kit. The belnder kit material uses many node types that wouldnt normally import into unity such as noise. I used the technique in the linked video to bake a texture image which allows me to delete all the material nodes and just use the baked texture as image texture with a principled bsdf, all of which should be supported by unity. When its all done it looks identical to the model when it was using the blender kit material. I export as fbx and import the model and image into unity. See screenshot below on the results:

After importing to unity as asset along with the texture image I get the below results. Note that the grey cube is a unit cube in unity for reference. Size of the imported model is correct but the texture is not mapped correctly. The texture is also not scaled correctly - in blender there are 4 rows of bricks and in unity there are 3 rows of bricks.

Is this an issue in how I'm exporting the fbx or how I'm importing it in unity?

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

thanks for the reply! The link looks like its related to unreal engine not importing textures. Im talking about unity not unreal engine. I know I have to manually copy the texture to the unity asset folder where I copy the fbx. Totally fine with that and you can see in my screenshot the texture is there. Its just mapping the uv coordinates incorrectly. Trying to fix that.


text:
Is there a way to append to an external blend file?
I know that bpy.data.libraries.load() allows me to append data from an external file to my current blender instance, but is there a way to do the reverse? Take something (let's say the default cube) and append it to an external file using the Python?
My exact need is to take a node group from the current blend file, and append it to an external blend file.

In Blender 2.78, bpy.data.libraries.write() will be an option to use, which will allow any datablock from the blend file to be saved to an external blend file.


text:
Procedural texture for longitudinal lines
In Cycles, is there a way to create a procedural texture that follows the longitudinal lines of a sphere? Like a beach ball or globe? The texture should be able to be mapped to any sphere-shaped object, not just perfect spheres.

My current approach is to use a rotated wave texture, but that doesn't come from the poles (It uses latitudes)

A bit related: http://blender.stackexchange.com/questions/35146/attempting-to-stretch-texture-towards-edges

Radial Gradient texture as Texture Coordinates
This Texture node place a Radial Gradient upon the object's surface, creating a variation of factor from 0 to 1 around the origin of the object (using Object Texture Coordinates).

If we use the resulting factor of the node as the X input of the vector driving the mapping of a wanted coordinate, we are able to place the wanted texture with a new set of coordinates.
X (canonical name should be U) is the coordinates that read from left to right the texture and should be mappad with the gradient (see Combine XYZ node).
Y (canonical name V) should instead start from bottom to top, so it's equivalent to Generated Texture Coordinates's Z. You can extract it with a Separate XYZ node.

Here's the resulting shader (with a 45°-rotated Wave Texture) upon a cone, a fat Suzanne and a shell:

Great answer, thanks @Carlo! Is there a way to get accurate angles in orthographic view on a sphere like this: https://i.sstatic.net/2Oupz.png (texture mapped on a sphere)? Played around with your setup, but I could not find a way to replicate it...

Thanks @poor! I don't know if I get it right. Could you expand a bit what do you man by "accurate angle"? The radial texture is linear, so the gradient's steps are aleady evenly spaced. Maybe you can encounter a problem is that the wave texture. As I don't know what's inside the algorithm of the node, I would suggest (if it's suitable for your project) to build your own striped texture with the help of the Modulo math node. Here's a possible set-up. You can control the number of subdivions with the multiply node.

That's still really close, thanks @Carlo. Sorry, in other words: When looking from Top Ortho onto a sphere with your nice setup I'd expect that the outgoing lines of the midpoint are in its exact angle (0°, 45°, 90° etc.) by setting up an even number like 4, 8 or 16: https://i.sstatic.net/SVdLg.png. I already tried some math as well as adding a mapping node to rotate the texture coords: http://blend-exchange.giantcowfilms.com/b/2792/ but unfortunately I don't get it precise as needed. I hope that's a better explanation :)

If it's only a problem of syncing the bands, you can shift the radial coordinates with another math node. You should add a value equal to the half of the width of the black band: https://i.sstatic.net/YTLCv.png

Brilliant! Took a me a while to understand the relation between the two, but I think I get it now. Thanks again @Carlo.

There's a more efficient approach, which is using the "Modulu" in math node to divide the gradient into smaller steps, then dividing it by itself to be able to have the full range of the gradient at each step (from 0 to 1 values), and finally using a "Greater than" node to control the lines thickness.

I've learned this technique from Bartek Skorupa from CG Cookie.


text:
Can I set x to 0 for all selected pixels?
I have a flat model pictured below but each vertex is slightly off from 0. Is there some way to select all vertices and set them to exactly 0? If I select them all and set x to 0 it just makes the median 0 but individual verts are slightly greater or less. I would have to select all individually and set to 0 one by one. Is there a fast way to do this?

Pick a single point, and make sure it's at X-0 by using the Transform Menu (N). Then change the transform pivot point (center top of the viewport, to the left of the magnet) to active element. Then select all the vertices, making sure the one you zero'd out is the active one (last one selected). Then scale them all on the X to 0 - this will place them all at the same (0) X location as the active one.

@ChristopherBennett No need to make it complicated with pivot points: select all, then S, X, 0 to scale them to be flat on X, then you can set them to 0 afterwards because their median is now the same as all their X values.

thank you both! They probably both work but I like the second answer as its simpler and I have to do this all the time. Hard to remember all the tricks to make blender do simple thing. The less I need to overload my poor tired brain the better. @gordon if you post it as an answer I will accept that one. Thanks to both of you again!


text:
Is it possible to correctly show imperial units with fractional grid lines?
I'm trying to display units in imperial inches/feet with 16ths of an inch. I know Ill have to enter fractional units in the editor but if the grid is setup I can at least snap to the fractions easily. I know Blender is not a cad program but I don't want to learn a separate program like fusion just for the few projects where I actually need cad-like designs.
I have units set to inches in the scene properties. I set the grid scale to 1/16 (.0625). It sort of works but the major grid lines show up every 12 tics rather than every 16. This makes easy to get confused. I understand that imperial isn't the most logical thing (12 inches in a foot, and inches are divided by 1/4, 1/8, 1/16, etc) but it's used enough I would hope there is some better option in blender. I think the crux of the issue is it would be illogical to have one level of zoom where it's split into 12 grid lines per foot, and you zoom in and get 16 grid lines per inch.
Does anyone have an settings that:

makes it easier to use imperial while being able to use grid snap to fractions of an inch
adds major tic lines every inch rather than every 12/16th of an inch.

In this image the grid line should be at the 16th tic not the 12th:

There is a misconception on how Units and Guides work here. First of all, you have not set the units to Inches in your Scene Properties. You have set the Length to Inches, which is the how the values are shown in the item properties.
For example, here are the dimensions of a 1' × 2' plane Length set to Feet compared to Inches:

When you set the Unit System to Imperial and leave the Unit Scale at 1, the units will always be Feet, even when you set the Length display to Inches.
And since the units are feet, it makes absolutely sense to have the grid lines at 12. This has nothing to do with your unnecessary rant "Why you hate America brah?", this is because 12" = 1', so I would rather say 1/12 is a "natural" subdivision of feet. Something similar when you have set the units to Metric, the subdivisions are always 10, if you like it or not.
The Guides > Scale now has not much to do with the units and subdivisions themselves. It is just how large or small the grid is in relation to the units. So a Scale of 2 in this case means, you do not want the main grid 1' × 1', but 2' × 2'. The subdivisions are scaled together with the main grid, so instead of having a grid line per 1", you now have a line every 2", keeping it at 12 subdivisions per 2 feet.
For the Subdivisions: you might not have noticed that, but they are greyed out. As I said, when using the Unit Systems either Imperial or Metric, the subdivisions are determined by that and are 12 or 10.
You can only use the Subdivisions option when you have set the Units System to None. In this case, Blender has no "natural" subdivision (yes, the default value is 10, but now you can change that and it will have an effect).
The only problem is, dimensions are not given in fractional numbers - so while you can now snap to 1/16th of the main grid, Blender will not show 1/16 but 0.0625 instead.


text:
how do I stretch a noise texture?
Very new with blender so please be gentle. I have a material with a noise texture as input. I would like to stretch a material on a cube without without changing the size of the cube. This desired image is achieved when I change the cube size directly but obviously want to do without changing physical dimensions:

just use mapping + texture coordinate node and increase the scale value of that axis you wanna stretch to a high number.

thanks! I figured it was something simple like. New to materials system and just couldn't find it.


text:
2 parts get selected
When i select a part of the mesh another part is selected as well. When 2 parts is selected it doesn't work to sculpt the part i try to select. This goes away after moving around modes a couple of times. What makes things as this happen? I am thinking the mesh will screw up later so say how i keep it from happening.

It's not clear what you are doing. Please be more specific with more screenshots maybe? or describe the problem more in detail.


text:
How to see character
Say this character's name. Are you able to put her in blender?

I'm not quite sure what you are talking about, but it sounds like you want to download and use the character in the image's background. Her name is Ellie, and the character is from the Sprite Fright open movie by Blender Foundation. You can download the character file here: https://studio.blender.org/characters/ellie/v1/
EDIT: To download the file, click on the button that looks like it has three dots up and down. The Download button should be in the menu that pops up. I would suggest reading the description and warning (which is in yellow box). It might also be a good idea to read through the comments if you have problems opening the file and using it.


text:
Parsing errors in Document (see Blender Console)
I recently decided to start modding the game beamng drive and when trying to change the model in blender I got this error: Parsing errors in Document (see Blender Console), but this only happens with one model
after several hours of suffering and searching the Internet for something similar, I decided to open this file using Notpad++ and saw that this model was created using blender version 3.6 and the COLLADA version was 1.4.1
I don’t know what to do next and I ask you for help, link to this model:https://drive.google.com/file/d/1aQU9nE5m5iRjyoy255RmnAdmWXAb9zLE/view?usp=sharing

If you check the console after trying to import, you will see
Schema validation (Error):
Error: ERROR_REQUIRED_ATTRIBUTE_MISSING
Element: texture,
Attribute: texcoord,
Line: 692,
Column: 62

Open c35.dae in a text editor and go to line 692. The line is
<texture texture="grb1_trunk_light_dds-sampler"/>

Change this to
<texture texture="grb1_trunk_light_dds-sampler" texcoord="x"/>

Save the file and you should now be able to import it.
(Note that the x is unimportant, you can put anything there and it will still work.)
This is caused by Blender sometimes failing to write the mandatory texcoord= attribute on textures when it exports to Collada. See eg this bug report. I had thought this was fixed...


text:
Should I make a model one object before rigging?
I'm fairly new to this community and blender.
This is a model I made for a more cartoonish style show and I have a few questions before I move on to rigging the face and body.
Right now this model is about 8 separate objects; the body, the shirt, pants, shoes, eyes, eyebrows, mouth lining and teeth. My question is should I make the whole model one object before I go to the rigging process?
I'm more worried about the clothes cause I think it will become a problem in weight painting. As for his eyes and mouth, I don't know if it is best to have eye cavities or just make the eyes flat disk that lay on top of the model.  I need the model to be able to make expression as seen in the expression sheet at the bottom. It might be easier to get the different eye shapes if I change the shape of the eyes instead of, moving the skin over the eyes. Since the model is meant to look 2D not 3D, it might be better, but the shaders might not react the same. (or that could be an excuse not to do more work) I think learning shape keys might be more difficult then just rigging the face.  I would love to here this community's thoughts on this process.    I got tired of drawing for 4 days to animate 7mins so I moved to blender.

Unfortunately your question is really off-topic here as it is likely to produce replies that are opinion-based. Suggest you ask on a site such as https://blenderartists.org. See What types of questions should I avoid asking?.

ok opinion are wanted. That other site make it too hard to post. There are other question in this site soo i dont think i understand what your talking about.

I would say join all the body parts except eyes, teeth, you'll join the clothes once you've parented them to the armature, and for the eyes and teeth you'll join them and parent them directly to their bones. Also your question is super broad so it's hard to answer in Blender Stack Exchange which is made for precise questions, and also there are different possibilities that will completely depend on your preferences

https://blender.stackexchange.com/questions/172758/should-i-join-a-character-and-its-accessories-into-one-object-for-an-animation https://blender.stackexchange.com/questions/153286/when-should-object-parts-be-part-of-the-mesh-and-when-separate https://blender.stackexchange.com/questions/180183/when-is-it-necessary-to-have-a-continuous-mesh-over-separate-pieces

If you remain into Blender there is no problem in leaving 8 separate objects as your character, while if you plan to export it on others softwares you'll have to check their own limitations.
The character is simple, but the expressions are relatively complex, so I think you'll need to use both armature and shape keys.
Shape keys are quite simple to manage, just check the idea of using drivers, so to have control bones that trigger shape keys: in this way all animation data will be stored into a single action.
About eye sockets, it really depends on how you want to manage eye expressions: if you can "jump" from one shape to the other you can simply switch between textures (or portions of a texture), while if you want to interpolate you'll need an advanced rig, which again I think it can be obtained with a mix of bones and shape keys (and I would go for an orbit hole and a semispherical eye).


text:
Adding thickness to minecraft second layer without z-fighting
I was trying to add some thickness to the second layer of a minecraft skin like this.

I tried extruding faces, but it created a lot a z-fighting, how do i give thickness to the second layer without z-fighting?


text:
Pose mode scaling
The same question was 8 years ago, no answer yet.
When I scale a bone in pose mode it will also affect the size of a bone connected to it. How can do it so that the connected bone keeps the same size?
And/or how to get scale value for far child bone? Only check all parents and multiplication scale?

In Edit or Pose mode, go into the Bone panel > Relations > Inherit Scale > None.
If you want to choose None for several bones at once, select them, press Alt while you click on the dropdown menu, then choose None, it will assign None to all these bones.

thanks, as far as I understand, it need to do  for each child bones

You can select all the bones and press Alt when you click on the dropdown menu, then choose None, it will assign None to all the selected bones  @Salexrock


text:
Want tips on lip animation based on texture
Dears,
I created a mock movie scene animation in blender.
https://youtu.be/1u_2AOxVzgU
Any tips on how to do lip animations? I don't want to over complexify it, it will be just used as a small intro bit for my tech channel.
What are the different techniques you guys follow for this kind of animation projects?

I answered a similar question here, I hope it will help: https://blender.stackexchange.com/questions/181389/how-can-i-animate-a-2d-face-rig-on-any-3d-object

@moonboots Thanks I will check the same.


text:
How do I apply delta transforms to normal transform?
How do I apply the delta transforms of a couple hundred objects (in a collection, if it helps) to normal transform? I can't even find an option to clear delta transforms.
There's the Object -> Apply -> Location to Deltas, option, but no equivalent to go in reverse!?

I struggled to find a solution as well, what worked for me was joining with some other object that has 0 deltas and separating it back. But I am still trying to figure out something more usable, especially for multiple objects.

I ran into the same issue and used Bintang Senja solution. I also used for rotation and scale, maybe the code can help someone else:
import bpy
for obj in bpy.context.selected_objects:
    # Store delta location, Eurler rotation and scale of selected objects
    obj_deltaL = obj.delta_location
    obj_deltaR = obj.delta_rotation_euler
    obj_deltaS = obj.delta_scale

    # Assign selected objects location, Euler rotation and scale as delta location, Eurler rotation and scale, Reset delta location and Euler rotation to 0 and scale to 1
    obj.location = obj_deltaL
    obj.delta_location = (0,0,0)
    obj.rotation_euler = obj_deltaR
    obj.delta_rotation_euler = (0,0,0)
    obj.scale = obj_deltaS
    obj.delta_scale = (1,1,1)

Please don't juge the code, I know it's crappy. I just wanted a quick and easy solution. It works fine :)

Whilst it seems crazy to me there is no button or even function in the searchable toolbox, creating a script in my file called "Apply Delta to Transform" has worked reasonably for me.
In my case I was happy with the current total transform of the objects, and just wanted to apply the delta transform to the base transform. A script for this is below:
import bpy
for obj in bpy.context.selected_objects:
    obj.location += obj.delta_location
    obj.delta_location = (0, 0, 0)
    obj.rotation_euler.rotate(obj.delta_rotation_euler)
    obj.delta_rotation_euler = (0, 0, 0)
    obj.scale *= obj.delta_scale
    obj.delta_scale = (1, 1, 1)

Open a text editor panel, enter the above script, and click the "Run" button (with the play icon) once you've selected the objects whose transform you want to apply.

I don't know if there is a button for it, but you can try to use python from script editor.
If you have object selected and want to transfer delta location to normal location and also reset the delta you can try this :
import bpy

for obj in bpy.context.selected_objects:
    # Store delta location of object
    obj_delta = obj.delta_location

    # Assign object location as delta location and Reset delta location to 0
    obj.location = obj_delta
    obj.delta_location = (0,0,0)


text:
why does my smoke animation shown in the viewport shading but not shown in the render shading
this is the tutorial that I followed https://www.youtube.com/watch?v=k8lHVnQdtSA&t=615s
I did everything on the blender 2.8, but I did not see the buttom that enables the volumetric render, and I dont know if that is my part of the problem.
Here is some setting that I took, and the screen that shows the volumetric render option but not the buttom that can enable it

I guess you are missing the text in the attribute node, but in my opinion if you use Blender 2.8, instead of using the old way, you can try the new way using new volume shader, Principled Volume Shader


text:
How can I snap edges to grid lines?
I am very new to Blender and I'm having some trouble with grid snapping.
I have absolute grid snapping enabled. If I select an edge or edge loop and attempt to snap to grid, it snaps in the correct increments, but not exactly to the grid lines. However if I select a singe vertex it snaps to the grid lines perfectly. What am I missing?
Any help is greatly appreciated, thanks!
Scott.

Snap > Increment with ✓ Absolute Grid Snap seems to work fine.
To have more precision

switch to Ortho view (View > Perspective/Orthographic, Numpad 5)
use a top/side/view (View > Viewpoint > Top,  ~ )


text:
How to obtain segmentation map using script
I want to obtain 2D segmentation map of objects using python script. So effectively I am interested in the same problem as in here: Create a segmentation picture with each object class rendered in different color ? but I want to do it in python (so that I can automatically generate many examples)

What do you mean by "many examples" here? Many blend file? Many camera angles? Other?

I think Blender 2.8 cryptomatte could be what you're looking for. I'm not entirely sure what part you'd like to automate with python, you'd need to give us some more information.

@lemon - yes, seeing the scene from different camera views for example. And then doing the segmentation for different scenes. I can generate different scenes, views myself already, but I have problem with getting the 2D segmentation

Take a look at the new answer from Yang on the question you linked; it shows a library + demo script for doing this in Python.

Thx, this is exactly what I needed


text:
Tutorial on Wall Borders?
There are no tutorials anywhere on how to build Wall Borders, I have a picture here that I posted, I hope someone can help and guide me through the process on how to make this on Blender 2.8.

What have you tried and where, specifically,  are you stuck?

https://blender.stackexchange.com/questions/146282/how-do-i-add-floor-mouldings-with-archipack-pro-in-blender-2-8

A typical way would be simply to duplicate the bottom edge of the wall, and convert it to a curve, down which you can sweep a profile of the molding.

ShiftD Duplicate the bottom edge of the wall
P separate it into its own object, and Header > Object Menu > Convert it to a curve. (The 'Path'). Make the path a 2D curve, to ensure clean miters.
Construct a profile for the molding, either as a mesh which you convert to a curve, or as a curve in the first place. (The 'Profile')

Note the orientation of the profile curve with respect to its object axes, and the position of its origin at its bottom left corner (shown with the 3D Cursor). All this can be adjusted in Edit Mode.

Now just assign the 'Profile' curve as the Bevel Object of the 'Path' curve.

You might want to convert the 'Path' curve back to a mesh when you're done, to make Auto Smooth available for it. That way, you can keep the poly count down.

.. but as @Duarte points out, if you have to do a lot of this, Archipack would be a good idea.

Start by drawing the profile of the moulding.  The profile is what it looks like from the cut end.  Fill the profile with one of more faces, then extrude that face in the direction you want.  UV map it and you are off to the races.


text:
Freestyle lines as an independent render pass
In 2.7x series I could select Freestyle lines into its own render pass. In 2.80RC2 I cannot find such an option. Is it not implemented yet or I am missing it?

As of Blender 2.83, freestyle can be separated into its own render pass by checking the As Render Pass checkbox in the freestyle settings.

The option isn't available in Eevee but is still available in Cycles. You need to use the Filter panel in the Render Layers properties and disable the elements (eg, Surfaces) that you don't want to appear in the render :


text:
Screw mesh by rig
There is a rig and a cylinder, I need to make the cylinder rotate normally when the bone is tilted, but screw the cylinder when the bone rotate around local Y axis(screw must be controled by rig).  How to make it?


text:
How adjust armature mesh by mdd cache mesh
i have two meshes, one with armature modifier, another with shape key sequence from mdd cache, i need correct first (armatured) mesh by adding some shape keys, that should copy form from second mesh on selected frame. Modifier  shrinkwrap don't work, not apply as shape key, not save as shape key - both incorrect with armature modifier. I try manually add new shape key, set it in max value and after that in sculpting mode shrink to second mesh, but can`t find how... Is some ideas how to resolve?


text:
Dope Sheet has red lines

I've searched for other answers but no luck yet, and it is for sure that i have kept the naming consistent, but still i got the problem when i restart my project. and i've tried other's python code but it would just return "AttributeError: 'NoneType' object has no attribute 'bones' ". Renaming the bone would just result in nothing, but the description's name changed too.

this happens if you rename bones after you keyframed them. Check your bone names. If you want a specific answer, pls provide blend file so that we can check it out. thx.


text:
Rotating instance on a curve using Read > Curve Tangent
I'm trying to make a tree using geometry nodes. I want to align my branches to the curve tangent, so that the branches point away from the bends in the trunk. I've got this far, but now I want to add a control to angle the branches up or down.
I think the issue is that although the Z axis of the branch is aligned to the curve tangent, the X and Y are aligned arbitrarily. Is there a way to align a second axis to be pointing away from the curve, so that I can then rotate the branch about the third?
Thanks for looking!

Do you try the "Normal" node to retrieve the normal to the curve ? It is controlled by the twist angle, so it could be adjusted in Edit Mode. Otherwise, you have to get the position of the control points before and after the current one to define with these 3 points a plane that is more or less locally "parallel" to the trunk. Its normal could be a candidate to rotate branches.


text:
What's wrong with my front face only option?
I'm new to Blender, and I'm following a tutorial.
But when I'm sculpting, I have a problem with the rendering compared to the video.
In the tutorial, we use the "Clay strips" brush with an alpha texture to create rocks.
When I don't activate the "Front faces only" option, everything behaves correctly (except of course that the rear faces are affected, which I don't want).
And when I activate the option, I get a completely different rendering (see image).
For the record, I'm using blender version 4.0.2.0.
And it doesn't seem to come from the alpha texture. I've tested with different alphas and always get the same result.

Yeah I know it's a bit difficult to understand.
Maybe I can send you my scene so you'll be able to check if I use a parameter incorrectly, or maybe my blender configuration is wrong.
I tried to flip normals, but I have the same result.

According to this link https://projects.blender.org/blender/blender/issues/116758

Turn off Font Face only
Turn on [View Normal] in the brush tab under the auto mask section
Lower the falloff to 0 since the Front Face only is turned off

I hope that helps

It's a shot in the dark but have you checked if your face orientation is correct? You can flip them by selecting your geometry, going into Edit Mode under the Top Bar Menu Mesh  > Normals > Flip. Maybe you are painting on the backside of your model which would explain why nothing happens when checking front face only


text:
Why can't I merge these 2 faces together?
Blender beginner here. I want to merge 2 selected faces seen on this imag but when I do that with F then the result will be on image below. Dissolving faces doesn't do anything in this case.

This is what it looks like before trying to add them together

Faces can't have holes inside them. All holes need to be connected to another edge/vertex by at least 2 edges. That second result is prefectly normal. Though you usually connect them to an existing vertex, like the corners of the big face, so you are not adding unneccesary geometry

Please use Blender's built-in Window > Save Screenshot menu to produce your images. As it stands it's difficult to see exactly what's going on.

https://docs.blender.org/manual/en/latest/addons/3d_view/precision_drawing_tools/holes_in_faces.html


text:
Vertex Weight Proximity Not Controlling Hair Particle Density
In a scene, I have a Grid with hair particles growing out of it. The grid is a very large grassy field, so I want only the hairs close to the camera to render.
A sphere is parented to the camera, and the Weight Proximity modifier uses it as a target.
The vertex weights work fine with "Length" of the hair, but won't change the "Density."
Why is this?

Solved!
When applying said modifier, enable "Use Modifier Stack" (found under the Emission section in the Particle tab)


text:
Toon Shading Light Direction
I am making a node setup in Cycles stylized after the toon shading in Legend of Zelda: Wind Waker, and I have two questions. Using the "normal" node, how can I have the first normal input (the first sphere in the node) automatically point to the nearest light, and when the nearest light changes, smoothly animate the movement of the normal direction? Second, how can I make a light that illuminates all the vertices in it's range, not just the ones pointing towards it?
This is my node setup.

Unless you have special reasons to use Cycles, I would consider using EEVEE for, at least, the main passes of your work, because of the Shader to RGB node.
The Shader to RGB node, which really can't be implemented in a path-tracer like Cycles without calling the whole renderer twice, allows you to take the actual light-response of a surface, capture that color, and then use it in any way you like further down the pipeline.
In that workflow, you could, for example, choose to forget coloring by Normal, and actually light a pure-white diffuse version of your model, and maybe a black highly specular version of your model, and so on.. by using different shaders all in the same node tree.
You can then grab the tones from those shaders as RGB, put them trough thresholds, quantize them, use them as masks for textures, do half-toning with them,  tint them with colors that are not actually in the scene .. almost anything.
Not your style, but there's an example here of half-toning and tinting. A search on 'NPR' and 'Shader to RGB' turns up plenty of examples, some good, some not-so-good...

Thanks. The RGB node works well. I have a question though. How can I make an object lit by only one light at a time? Having multiple lights on the object ruins the cartoon look/

@chirpywiz711 On the whole, you're right .. (maybe you want some light from the World for ambience). By coincidence, I've just watched this for the first time. It's very thorough about the advantages and limitations of EEVEE for toon rendering, I've linked you to the lighting section, but you'll probably need to take in more to have it make sense. Some features of shading  have been improved since this was made, and I'm sure you'll wind up with your own ways.

@chirpywiz711 also.. there are lots of very good ideas in the BNPR Show series. You can pick your way through the show notes to find the bits that are relevant to you.

@chirpywiz711 .. one approach to multiple lights

Thanks for the video! I found the shading style really appealing.


text:
Importing into AutoCAD - Does not preserve scale
Working on a design going to a CNC router. The CNC router can use dxf so I export to dxf. However, when I import into AutoCAD to test, the scale is way off. The CNC shop confirmed this on their machine too.
How I can preserve the scale when exporting to AutoCAD?
Object in blender (60.4cm)
Same length in AutoCAD is (450.0021 unknown units):

I wish I could just stay within blender but unfortunately I have to interface with proprietary software running on CNC machines.

There are a few things to check and keep in mind when exporting to other software. I don't know if this will help your specific issue.
1) Make sure your objects all have their scale applied (scale should show as 1:1:1 in info panel) before exporting. You may also need to apply rotations in some cases.
2) Changing the units in blender generally wont be preserved when exported. When you need to preserve the size in an external program, prior to 2.8 I would recommend setting Unit System to none. In 2.8 just leaving it in the default metric units also seems to be fine. In either case you are working under the premise that 1 Blender Unit is equal to 1 Meter.

If you want to work with a more convenient unit size, for example if you wanted to use CM or MM instead of Meters. You would have to also change your Unit Scale setting to match. So if you changed Length to CM, you would need to change Unit Scale to 0.1. This works fine when exporting to things like Stl.
3) Finally there are the export settings, which usually the defaults of are fine. But you may need to change things for your specific target, especially when you are exporting to a proprietary format which is then going to be read by something which isn't the editor of that format. The AutoCAD exporter settings are going to be aimed at making a file that AutoCAD will edit, which may not be exactly what the CNC software expects.


text:
Python Add-On API: Constructing a new item on each execute()
I have a simple operator (extending bpy.types.Operator) which I'm using as a button, and I intend to have it create a new cube each time execute() is called.
class NewCubeOperator(Operator):
    bl_idname = "mesh.make_new_cube"
    bl_label = "New Cube"

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):
        print("Cube created!")
        bpy.ops.mesh.primitive_cube_add()
        return {"FINISHED"}

class ParentOperator(Operator):
    [...]
    def draw(self, context):
        layout.operator('mesh.make_new_cube', text='New Cube')

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

Everything is displayed as I want, the button shows up and can be clicked, and that calls execute(), which then prints "Cube created!" to the console but no cubes appear.  Am I doing something wrong?  The same code works perfectly when done outside the context of an add-on.
I'm personally also  perplexed by how Blender requires you to re-create the mesh in full whenever you tweak a parameter and execute() is called on your add-on, would someone be willing to explain this?  (I suspect that has something to do with this)

It should create a cube as far as I can tell. Perhaps the view layer hasn't been update right away, it should appear in the outliner though. Blender doesn't require you to re-create a mesh, that is just because you've build your add-on this way. You can access existing objects and modify them as well.

IMO impossible to tell what the issue is from code posted. Please post stripped down, but working code of with emphasis on how (or why) you are using "parent" operator.


text:
Distribute Points on Faces on small objects

Obviously i'm working on a donut. The points are huge, larger than the donut itself. Is there any way to adjust the point size? My donut is about 10cm in diameter.
Yes i know my instance on points node is disconnected, this is intentional to show the Point sizes.

You can adjust the size of the points with the Set Point Radius node. But when you instance objects on the points the size should not matter.

Thank you! I know they dont change the instances, but it helps to visualize the point distribution before instancing. If you set that as the answer I will accept it.

You can adjust the size of the points with the Set Point Radius node. But when you instance objects on the points the size should not matter.
(sorry, no screenshot. The file upload does not work)


text:
Retargeting Mixamo MoCap fbx file in Ellie Rig
I have a problem. When I click on Retarget Animatoin from Rokoko add-on, the Ellies rig (https://studio.blender.org/characters/ellie/v1/) explode.
Can anyone suggest me what the problem is?
With a rig done in Rigify, with the same process, everything works perfectly.
Thank you for your help.
Mastro3D

The Ellie rig is a purpose-built rig and much more complex than the ordinary Rigify one. I think it's very unlikely to work with an external third-party addon.

Do you think creating an intermediate rig is a solution that can work?

I've no idea to be honest. The Rokoko addon is not a native Blender addon so is outside the remit of this Q&A site anyway.

Thank you John. I take advantage of your kindness to ask you the last question: where can I find a good character with complete human rig, made with Rigify and Blender 4, to test MoCap Files, anim layer etc?
In "studio.blender.org/characters/" they are all old rigs and all have the same retargeting problem.

Again I've no idea I'm afraid. We can't really answer questions about resources here but you might like to look at this: https://blender.stackexchange.com/questions/15355/resources-for-blender.


text:
Render Errors w/ Rigged Characters
having a strange issue with different rigged characters when rendering an animation. There aren't any issues with a Workbench render, but when doing a textured Cycles render, these strange lines jut out of the rigged mesh, almost like it's being pulled at different spots.
Nothing in the scene has a collision modifier, and the rig isn't parented to any other objects. Screenshots of the issue are included - I'm using a basic Rigify rig customized to fit my character's proportions. If anyone knows anything I can try, it would be a huge help!
The issue persists across multiple different rigs, including those downloaded from Mixamo.

Update: It was an issue with motion blur, I knew it couldn't be something to do with the mesh / rig because of the Workbench render so I just tried out as many different render settings as possible.


text:
Ctrl + LMB in Object Mode (Blender 4.0.2)
What does Ctrl+LMB do in Object Mode (Blender 4.0.2)? I can't figure it out - sometimes it switches selection between random objects, sometimes it does nothing

As far as I know it's not used at all in Object mode in the 3D view, but in the Outliner it's used to select multiple individual objects.. It certainly has no effect here in the 3D view with any recent Blender version. See the Blender Manual.

Well, I thought so by looking at suggestions in left bottom corner when holding 'Ctrl', but it is weird to me that so common shortcut isn't used in viewport

The 'Select' stays there whether you have the Ctrl key down or not. I think the mouse icon beside it just indicates that the left mouse button (on its own) will select an object.


text:
Deleting realized instances with empty (in geometry nodes)
I want to delete instances that are in contact with the empty object.
I've created the setup like below, but the biggest problem is that it only works for one object in contact at a time. Any ideas on how to fix it?

check this out:

First i store the instid so that i got this information at every point. You can check that if you connect the viewer after realize instances.
Then i accumulate the result of every distance separated by instance id.


text:
How I create a game using my 3d models?
Ive created a 3d chess board and its pieces in blender and I'm now learning python to create a playable chess game. How do I take what I've made in Blender to use them for the pieces for the game?

Go to File> Export and select the file type that you need. Then save the file wherever you want to.
If you want to export individual pieces, select the piece that you want to export and repeat the process above again, but checking the Selected Only box.
You can now use the mesh(es) outside of Blender.

Perfect! Thank you! I'll try to link the end result if I manage to finish.

Perfect! Thank you! I'll try to link the final product if I manage to finish @Najm Hoda


text:
i am not able to render my animation
im new to blender, it took a week for me to design a terrain and put a road on it , later design car with rotation of wheels and everything.
my basic scene setup was, a moving car on road in desert terrain .
My PC configuration is 8gb ram ,
Intel (r) core TM i7-7500u CPU @ 2.70GHZ 2.90GHZ
64- bit
The car i designed and terrain i designed have a lot of nodes, textures and stuff.
im working since a week with out sleep i need help guys.
when i try to render the animation, the screen changes to render screen and its empty

It is impossible to tell whats wrong, even whether something is wrong at all from these screenshots. You could increase the chance of getting help by adding more information, for example uploading the not-working file (or a file with the exact same problem) to https://blender.stackexchange.com/. Then edit the question and paste the generated link into it.

thanks, im uploading the file, is my configuration god enough ?

cause i put also put nurbs path where the car has to follow and camera has to follow

The anim is all fine in the 3d viewport ?

Yes, it's very quick from 0 to 32 , but it's good enough fast

https://drive.google.com/open?id=1qMvd9--slqBmlKbhirniVPLgNvcEMnLD i have attavhed blender file above

hello Sreekar, we don't have free access to your file