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Seperating object from each other
I'm a new blender user, and i would like to work on a motorcycle project.
I downloaded a 3d model of an Honda Hornet in STL file, but I would like to be able to separate easily the different parts, saddle, lights, wheels, reservoir.
When i import the STL file in Rhino, I can select the parts, but not in Blender.
Is there a way to isolate every part of the models in different objects/groups to work more effectively on the model?
Here some images and the link to the stl file :
https://cults3d.com/fr/mod%C3%A8le-3d/jeu/honda-hornet-motorbike-printable-vehicle-3d-digital-stl-file
https://ibb.co/0GHDGjS
https://ibb.co/7KcpFtv
https://ibb.co/1v2Rrbt

if all the parts are within the same object, you need to go in Edit mode, select a part with L and press P to separate, it will create a new object, switch back to Object mode, select this new object, go in Edit mode in order to work this new object

Thank you Moonboots ! It seems to do what i need !

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

If all the parts are within the same object, you need to go in Edit mode, select a part with L and press P to separate, it will create a new object, switch back to Object mode, select this new object, go in Edit mode in order to work this new object.
If you want several meshes of the same object to be separate, select them or select all and choose Separate by Loose Parts.
To do the opposite, i.e. join several objects and therefore convert them into meshes within one object, select them and press CtrlJ.


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the fluid duplicates the flow on its own, why?
Resolution Division is at 64 it does not show but when to number is increased to 100 or even 200 the fluid shows up in the middle of the domain see pictures below. any suggestions how to fix the duplicated flow

Did you bake the simulation ? What is the bake mode (modular VS all VS replay) ? That would be a great addition to your question. You can also share your blend file here : https://blend-exchange.com/

@Lutzi Yes i stimulated. my bake mode it set to to All

This feels like a cache issue but I have no clue. Did you apply scale ? For the domain and the fluid.

@Lutzi ,do you think i should re-save cache every time I re-bake ?

@Lutzi re-saving the cache to a new folder worked thank you !!!!!!!!!!!!

I've heard that before, that setting to a custom folder solves cache issue. No idea why. Glad it worked !

source: Stack Exchange

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

sort: votes


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only one object Glitching in viewport and blurry in render
There are 3 product objects, container,, pump bottle and oil bottle. In viewport shader the pump bottle is glitching on the top and under the bottom of the bottle. In the render the pump bottle only is rendering with a line in the middle with some blurriness. The other object is not having this issue. There are no modifiers on the pump bottle.

That first image is showing classic signs of Z-fighting due to overlapping faces. Are you sure that you don't have duplicate objects in the same place?

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


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issue with subdivision surface modifier in cube
I have noticed that the subdivision surface modifier does not work when it's not applied.I would appreceate any given answer.[

You need to apply if you want to move the vertices that the modifier creates, otherwise you can't

As moonboots said, you will have to apply it. In your modifier, beside the cross mark, there's a downwards arrow to open a dropdown menu. Click it and select apply.

You can also hover over the modifier on the settings panel and hit Ctrl-A to apply it.

That's the way modifiers work - they are supposed not to alter the mesh unless applied, this way you are able to easily make changes to the settings without having to revert an otherwise "destroyed" mesh. And just for completeness, another way to apply modifiers (all modifiers at once to be precise, if you have multiple on the object) would be to press Ctrl+A in the viewport and choose Visual Geometry to Mesh.


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Geometry Nodes: Bend each instance to curve
I have a very simple setup and what i want is to bend each instance to the curve shape after "instance on points" node. I've seen setups here where you first make an array and then bend it to curve using set poisiton node, but this is not the way in my case, because later i want to rotate each instance individually using proximity node, which does not work well with an array solution. Thank you!

Does this answer your question? how to bend geometry with geometry nodes

Saw it. It does, but it does not allow me to rotate each instance individually after they instances are bent.

You cannot bend instances differently because they are instances (they are all the same). To do this, you would have to realize them and rotate their points around an individual center. So your question is actually a duplicate of the linked answer and is actually aimed at how you can capture this individual center and rotate the points.

As quellenform pointed, you cannot bend instances. Instance is an object inside object, so in order to get points information you have to realize instances, so that they will be converted into meshes with points, edges and faces. After that you can rotate points as you want, instances are not necessary. For example, this set up:

I've used the setup from suggested question how to bend geometry with geometry nodes and added node Set position to it.
Position is calculated by rotating the position vector around the median point of each mesh island.
As you see, it is possible to rotate the mesh island itself, using several additional nodes.
Making instances from mesh islands is harder, But if you want you can find the solution here: Is it possible to convert mesh islands to instances?


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Geometry nodes Instances data export to CSV file
I want to export instances data from spreadsheet, like name, position, rotation, scale to a csv file.
Unfortunately I don't know python, so I can't really solve this question on my own.
I found this thread here, but it only exports data for points, edges or polygons.
Can somebody help to fix it?

got the same problem,...
If u got not so dense geometry and just got 21 instances u could
make instances real and delete the geometry nodes on the instances
create the
https://www.youtube.com/watch?v=IeTAspcBkuk&t=254s&ab_channel=AmanpreetBajwa
https://www.youtube.com/watch?v=migdSkt3LIc&t=421s&ab_channel=renderBucket

Thanks for the posts. This is not a regular forum, according to site rules links to answers are not answers if the link goes missing your answer becomes an empty shell without content. Answers should be substantial and stand on their own without relying on external data like links, videos or images. Instead of having users go through external links, either transcribe essential parts of the process here, linking the source, or posts these in the comments section instead.


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Cant apply voxel remesh in sculpt mode?
Im having some trouble trying to apply a remesh. So I press R to bring up the interface to remesh but after that I dont  know what to press or how to apply it to my mesh. Pressing R or enter does nothing. If i go into the tool menu and manually press remesh then it is applied. What am I doing wrong?

The hotkey is CTRL+R, isn't it?

Leander is right, in the latest versions the shortcuts are R to set the face size, then Ctrl R to apply the remesh

Yes, Ctrl+R is applying the remesh since 2.81 when remeshing was introduced. The change from Shift+R to simply R for adjusting the voxel size came with version 3.5


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Attempting to texture paint fills in large random portions?
Im practicing modeling hands and I got to the point where I wanted to try to texture paint. However I ran into a strange issue where on certain sections of the mesh whenever I try to paint a small area it fills a random large chunk of the mesh with whatever color I'm attempting to use.
For example, I tried to paint a small section of the forearm but the second I pressed down on my pen pad the entire forearm got filled in with my selected color. The same thing happens when I use my mouse.
I find it strange because only certain random sections get filled in so I dont think its a fill issue. I was thinking it was an issue with the topology of the mesh so would it fix the issue if I retopologize the entire mesh?
I would greatly appreciate any help Thank you!

You have uv's that are too small at these points.
Try to use correct seams before unwrapping or use lightmap uv.

@Yvain Huge help! Thank you sir!


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how can i fix these weird shades
started learning blender today i was following a tutorial but suddenly i realised i had some weird shades in the middle of donut.
I followed the tutorial exactly like him but dosent has any lines like these (please explain me in simple terms how can fix this as i am a beginner)

maybe overlapping vertices, inner faces, inverted normals?

sorry but can u please explain i am not fimiliar with these terms as i started today

please share your file: https://pasteall.org/blend/ (upload then share the link it will generate in the URL)

It looks like disconnected edges - try selecting the whole donut in edit mode then pressing M (merge) and selecting "by distance".

sorry you had to wait here is it:     https://pasteall.org/blend/1a91e183288e4360a1188562224f6c46

when i press m it dosent select mesh at back

As I suspected, the "donut" is suffering from badly connected edges (or some not connected at all).

The solution is to select the whole mesh in edit mode, press M and select "By Distance". You will have to increase the merge threshold in the operator panel that appears in the bottom left. I find a distance of .0004M is sufficient to connect your mesh edges.

Final result:

i dont know what i did but it worked thanks alot man god bless you


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Box Select Edit mode not selecting all
Blender 3.0/Windows 11
Have copied a bunch of “planks”, rotated, scaled, .... them.
More than one Object selected when i go into Edit mode.
When i wanted to extend the ends of all of them this happens.
Edit mode, Box select left ends of all. Right end of one of them gets selected.  Noted that 2nd/3rd from the bottom are same just rotated.
Not sure why
Appreciate any help.

When you duplicated the objects, you must of pressed Alt+D which duplicates and links object data. To separate the object data so they can be edited separately. Select the objects that are linked, go to Object > Relations > Make Single User > Object & Data

Thanks you that is it.


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How to select vertices on an edge-to-face intersection?
Good day! Soo, my problem is I want to create a face in the following area (screenshots attached). But I can't select the corners which is quite obvious. But anyway how to do it? Thanks.

It might be more helpful is you also included a screen-shot where you put the object in edit mode, vertex select mode, press 'a' (all) so one could see if there is one vertex in each of the corner points, or many along the way of the top outer edges.

Assuming there is are only four vertices in the top quad, and assuming that they all have one location axis being identical (example co.z are all the same)... In EDIT mode select those four vertices and then press 'f' or menu :: Vertex :: New edges/face from vertices.

I think I solved this issue by using Boolean modifier to "project" the vertical cube to create vertices on the same plane as the area I wanted to select.


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Snapping doesn't work properly with custom axis
Good day (again). I'm trying to snap the vertex by custom axis, but it snaps really weirdly for some reason. I attached some screenshots. Thanks.

We cannot even see if you're using snap during transform or not, and what kind of "Snap To" you choose ... Moving a vertex along its edge is pretty simple, and Snap mode works in any case.

I pressed G, then Y, and in the up-left corner I can see that it's moving along the local custom axis. I selected snap to vertex, and chose the vertex which is inside the orange circle.


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Help with a Custom Planet Texture
Basically, I'm making this planet using a material in the node editor. And I've made the basic "continents" on the surface, but I was wondering how I could achieve small detail on the land's surface. Is there a way to edit the details ONLY on land? I'm mainly using noise textures and wave textures plugged into each other's Vector slots.

Could you put a picture of your node setup?

Here is how I would solve this problem.

I would convert the texture into black and white using a color ramp in the node editor, where the water is black, and the land mass is grey or white (This is because white is the value pops out, black doesn't). You might need to make slight adjustments to the color ramp. (The noise texture in the demonstration should be your final planet texture)

Next, add a mix RGB node into the node editor. Also add a noise texture into the node editor. Plug the noise texture into the bottom of the mix RGB node, and set the top color of the mix RGB node to black. it is recommended to increase the detail and scale in the noise texture.
Last but not least, add a displacement node into the node editor and plug it into the displacement of the material output. Next, plug the mix RGB color into the height of the displacement node. You might need to change the scale of the displacement node. (The strength or "height" of the displacement)

I hope this works if you try it out. There are probably other ways to do this, but this is how I'd personally do it.


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How to achieve a “Photorealistic Camera”
I’m looking to recreate the same look that the Vray Renderer can make. Specifically with the RGB Split. I’ve tried using the Lens Distortion Node from the compositor and slightly upping the dispersion amount... but it doesn’t seem to recreate the same look as Vray. I’m wondering if there’s any possible tricks or Addons to make that photorealistic look in the compositor (or someplace else). Can someone help me?

Setup a few extra luxuries on your camera. Such a Depth of Field, which can sometimes be a deal breaker in photorealism. Set it up and see instant realistic results. Play around with the focal length of the digital camera on blender, see which one suits your scene better. There are tons of little settings that you can adjust to make it more believable, but remember, photorealism isn't just in the camera, its in the scene.

LuxCoreRender is a free physically based blender renderer add-on that yields realistic results with the proper settings. I use it currently.


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Sparkler-Like Sparks?
I'm looking to make a spark burst. But I want it more stylized than just a simple burst of particles... Does Blender 2.82 have the capabilities to make a "sparkler" type spark? References show that they almost have another spark emitting from the original spark... Image below.

Please check this similar request: https://blender.stackexchange.com/questions/71900/modeling-a-sparkling-flare


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Addon not appearing after installing
I have an addon I'd like to install. I get a blue message at the bottom saying that the addon has been placed in the addons file location next to where Blender was downloaded... But when I go to enable the addon, it isn't there...
I've tried installing the zip file. I've tried unzipping the file and placing it in the addon location (and I get a red error message starting with the words "traceback most recent call last").
 I've tried removing all periods from the unzipped (and zipped) file... Nothing has worked... please help.

Recommend for paid addons ask any installation questions using feedback options at the place of purchase.

Only if they would respond...


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how to get rid of lines in the Displacement maps
These lines keep appearing in my displacement maps... What am I doing wrong?

Are your maps made of pure black lines on a pure white background? I only ask because the edges look like aliased pixels somewhat. Displacement maps play best with some kind of gradient along the edges instead of harsh cutoff from black to white. How are you making (or getting) the displacement maps?

maybe pack the image ahd share your object so that we can test it? https://blend-exchange.giantcowfilms.com/

Please provide either a .blend file or elaborate on your intended end result to help narrow down possible causes of your issue.


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Connect a vertex to a pre-existing edge
I have a vertex that needs to connect to an edge. I'd rather not have to subdivide the edge and just connect it... It seems too manual... Is it possible?

Use a knife cut. K shorcut.

Its certainly not possible and not preferable because at whatever place you join two edges you add a vertex , so you cant just join them , you need to have 2 vertices to join


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Transmission material is dark in Cycles
I created an eyeball from scratch. The eyeball requires a clear lens over the iris to be as accurate as possible. But when i enable full transparency in the principled BSDF, it renders slightly darker than I'd like. And the base color of the material is completely white... Help?
CYCLES:

EEVEE:

(and yes I know this question has been asked before but I feel like the answer should be updated as Blender continues to advance)

please show us your material setup...or provide blend-file


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Geometry nodes: Select vertex on an edge by angle
I have a simple mesh, which is just an edge and i want to instance objects on some points.

Points, which have 3 or 4 connected edges
Points, which have 2 connected edges, but have 90 degree angle between them.

I managed to solve the first problem, but don't really know how to solve the second one.

pls provide blend file so we don't have to rebuild everything manually. thx

I think it's self descriptive:

But if not, the selection is:

If the vertex has more than 2 edges, or…
…If the vertex has exactly 2 edges, and the direction from 1st to 2nd
vertex of first edge is at 90° to the direction from 1st to 2nd
vertex of the second edge


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Smooth shade zoom in issue

when I zoom in shade smooth works but when I zoom out it looks like flat shade activates again? it looks like it’s baking into the cloth sim and it’s being rendered as well.(on her legs)

Hello and welcome to BSE. Unfortunately we cannot help you with so little details. Perhaps you can at least provide the blend file https://blend-exchange.com

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.


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Origin not following its own mesh
I modeled and rigged a body which has a wire wrapped around the leg , a part of the wire is hanging.

The top hook has no issue with its origin or empty but the bottom hook does.
I hooked each ends of the wire with empties.
EmptyHookedToObject
Each hooks has 2 modifiers in the following order:

Subdivision
Armature

Here are the hanging wire's modifiers:HangingWire'sModifiers
HookObject'sModifiers
The top hook has no issue with its origin or empty but the bottom hook does.
When I manually bend the leg, the wire does not follow along.
EmptyNotFollowingItsHookedObject
I animated the bending motion and noticed that one of the hook's origin does not follow its mesh.
OriginNotFollowingItsOwnMesh
However, when I manually move the hook the origin, the empty and the wire follows the motion.
I want the other end of the wire to follow the little box patented to the body's armature.
I really need help, thank you so much

Hello, maybe share your file (remove the parts that are not useful): https://blend-exchange.com/

The Armature Deform modifier deforms the mesh inside the object, that's why the mesh moves but not the object origin. Instead of parenting your hook to your mesh object, parent it to the bone.
Select the hook, then ⇧ Shift select the armature, ↹ Tab into pose mode, select the bone, and hit ⎈ CtrlP > Parent to Bone.
On another note, instead of using empties to hook onto, I think you could use bones instead. Especially if you need to export the rig and its animations later on, you need to use only bones and shape keys, all the rest is pretty much not well-supported if at all.

Thank you so much, i will try this tomorrow !


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Getting weird results with bevel
My problem is when I try to use bevel (Ctrl+b) I get very strange results. I already tried to apply the scale. Please help. Thanks in advance.

If the bevel works fine with a regular cube, maybe you have some hidden face or doubled vertex that was selected.

I double-checked I have all faces unhidden and do not have any doubles. This happens to every part of my mesh.

I solved the issue. The reason was I joined two meshes with different normals directions. I connected these different vertices so I get this result.


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Artifacts without ngons
Blender community. I am modeling the cockpit windows of an airplane with a new (for me) method. Earlier, I did that with the Knife projection tool. But after it, I was getting a lot of artifacts because of ngons. Now, I make a window shape, and then manually connect it to the fuselage. I try to avoid ngons but it's not always possible. In the artifact area, I have no ngons. Cannot understand why. Help is very appriciated.

well you have 4 gons that is true, but mesh like this is technically still a lot messy and some of the vertices are higher and some are lower, some are too close to each other, some are too far away, some 4 gons have 1 intercepting vertices... You still need to somehow smooth this are... I am not sure but maybe you can try to use sculpt and smooth brush with very low strength about 0.05 and try to smooth it

you should work with less polygons, you don't really have artefacts per se, it's just that your topology tends to flatten some parts, and it will be hard to rework as your topology is too dense for the moment, and not very good (it doesn't follow the shape enough)

Good topology isn't just about avoiding n-gons (which itself isn't a valid principle). It's more importantly about edge flow. Each edge or vertice you add that goes agains the flow of your shape will create pinches, distortions and whatnot. I.E. look at this topic. See the evolution until Freezerinos's post at the end. Also, don't make things harder for yourself, if your model is made of different parts in real life, you can make them in different mesh parts as well.

Good topology isn't just about avoiding n-gons (which itself isn't a valid principle). It's more importantly about edge flow. Each edge or vertice you add that goes agains the flow of your shape will create pinches, distortions and whatnot. I.E. look at this topic. See the evolution until Freezerinos's post at the end. Also, don't make things harder for yourself, if your model is made of different parts in real life, you can make them in different mesh parts as well. – L0Lock Thank you L0Lock. This worked for me. In my opinion, now my mesh looks better.
[![enter image description here](https


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Blender Donut - Sprinkle clipping through Icing
I am Following Blender Guru's new " blender 3.0" Donut tutorial and on Episode 9, I have followed everything but IDK where I am Missing because My sprinkles are clipping through the icing. Anyone can please check my blend file and tell me what I am doing wrong.
Rendered Image
Blend File

The answer pretty easy, look at your sprinkles:

Do you see that -14.8 value in your X rotation? That's what is causing your issue... Select all of the sprinkles, press Ctrl+A and select Rotation

and your problem is fixed

Btw clipping is pretty normal in particles, you can even see that sprinkles are clipping through each other

THANK YOU SO MUCH FOR YOUR HELP, IT WORKED

Please also explain why - "Select all of the sprinkles, press Ctrl+A and select Rotation" is necessary

that is explained in tens or hundreds of similar questions that had forgot to apply scale/location or rotation and I answered exactly for his specific problem..., easy answer, it works with original rotation before you apply rotation, after you apply it, it works with applied rotation


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How to add some constraints or limits to a property?
Basically, I'm trying to make an asteroid field, so I want my component rocks to have varying sizes and shapes. So I'm using a displacement modifier on it, and I want to modulate its strength.
Like keep it's value between 1 and 1.5, how do I do that in blender?

You can use this script:
import bpy, random

def rand(a,b):
    return random.uniform(a, b)

bpy.app.driver_namespace["rand"] = rand

Add a driver to your value like this:

Note: you have to run the script once so that the driver value can
work.

thanks for the answer @Chris, one q though, I've actually never run a script before(I'm not a beginner, but definitely not an expert), so is there any way to implement what you've done with simpler functions? otherwise, still thanks and I'll try out your method

you could use geometry nodes or animation nodes, then you wouldn't have to use python....

geometry nodes? well okay, that's something i think i've done before, I'll try it out, thx


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Show history in detachable window
Is it possible to permanently have a window which shows the history of actions taken by the user, akin to the below screenshot from photoshop?

As a new blender user, I constantly find myself accidentally hitting keys which alter my model in some subtle way that comes back to bite me after it is already too late to undo. A history window would be helpful in realizing whether or not I inadvertently pressed some keybind.
This question is not a duplicate because it was asked here 5 years ago, but the solutions weren't great: either open the info window (hard to read and decode) or use the undo menu (cannot be open permanently).

unfortunately, the answer is no better now, alas.


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How do you make a armature and connect it to a mesh?
I am making a spider and can’t find any YouTube videos on armatures. How do you connect an armature to the spider so I can animate it?

This is probably the most comprehensive rigging tutorial that you'll find. (Doesn't cover spiders though!)

After you've made the rig just select the mesh in object mode and then shift click the armature and press cmd+p or ctrl+p and press automatic weights.

If you have an armature ready to go, then in Object mode, select the mesh and then shift select the armature. Then press Cmd+P/Ctrl+P and parent it with automatic weights.
Now you can select the armature and move the individual bones in Pose mode and the mesh should move with it. If certain bones have too much/too little influence on the mesh, you can alter it by selecting the mesh, going to Weight Paint mode, and select the bone that you want to edit in the Object Data Properties tab under Vertex Groups.
It might also be useful to apply some inverse kinematics to your armature to make animation easier and more realistic. Blender has a good video tutorial on how to do that here and this one is also useful.
As mentioned previously, this YouTube playlist is a really helpful resource that walks through almost every aspect of adding and editing armatures.

Ctrl+P seems to do nothing for me. Any suggestions?


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Need help learning lip sync
Passionate Blender noob (we'll, I have one SOLID year under my belt).  To this point Ive been able to find great online videos explaining the basics of Blender- Ive created a couple decent amateur videos-  Where I am absolutely struggling now is finding tutorials on how to properly lip sync.  I"ve got a great face rig working.  I've seen some okay videos outlining pose-libraries, but no videos really going soup to nuts with the lip synching process. How do you best incorporate your pose library into the lip sync process.. manually? Or is using something like Papagayo the best?  Does anyone know of any great tutorials really breaking down the lip synching prcoesss?  And hopefully one that's CUURENT (2.79,83, 2.9, etc) and in English?   Thanks for any help Blender community!!!!

the best lip synch tuto I've seen is this one, but it is manual lip synch, not automatic: https://www.youtube.com/watch?v=0FIEzAlnVvw

Hi. Requests for tutorials are considered off topic here. If it requires a full tutorial the question is either too broad and needs to be narrowed down to a more specific issue; or it can be solved with a simple web search which you can easily do yourself. Please don't post another question. If you could you rephrase the current one to read more like a direct inquiry about your issue, rather than pointing you to a link, you can [edit] it so it can be reopened.


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Is there a way to change default Modifiers' options?
Is there a way to change the default Modifiers' options? For example, Boolean options.
Let me explain: I work with high-poly models for 3D printing. And each time I forget to turn off preview option I have to wait for 1-5 minutes of calculating while risking Blender to crash. If I accidently choose e.g. Bevel instead of Boolean - the same. With this issue modelling becomes a real pain feeling like minesweeping. One wrong move - and you either waste 5 minutes or all loose unsaved progress. Or 5 minutes AND loss of progress.
I'm so done by this problem I'm even ready to bother myself with finding and editing internal Blender's scripts =) Or am I being stupid and there's a button that does this?
Also, this would save a lot of time because it'd save a ton of unnecessary clicking.
Thanks!

P.S. I've seen the answer "no way, because these scripts are in hidden the Blender's source", but it's dated back to 2015.

It is still true today, unless you are willing to dive into the source code, you can't. I hope there will be an option for it some day.

what i do is make a single vertex mesh and add what modifier i need then join second mesh to it. idk if there is a real solution for this and even i understood what you lookin for

If you're able to script, you could write your own modifier creating add-on. All the settings for bool ops and bevel and all modifiers are available via Python API (I think all, I personally haven't checked them all)

Another option would be to go the other way, ie could look at ways to ensure preview mode is enabled every time you are over the modifier properties.

Got it, thanks for the info! Quite sad info tho =)

authors: Женя Крупенников


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How can I make my material into glass?
I'm following a tutorial on making frosted glass, and I'm already stuck with making it transparent.
I brought the roughness down, transmission up, and turned on the screen space reflections...

Under the material settings, make sure "blend mode" is set to something other than opaque (alpha-blend and alpha hashed work well). You also have to reduce your alpha below 1 (if you are using eevee).

That fixed it perfectly. Thanks.


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Round edge where multiple faces exists
I've created a sample with a basic cube so I can explain it better, I'd like to smooth/bevel/round an edge  but in one side I've more than one face.
On the left you can see my basic cube, on the right side this is what I got when I bevel it

As you can see when you have multiple faces bevel is applied accordingly, what I really want is something like what you can see in the picture below:

When you have just one face the bevel is applied to the edge (because you just have one edge...)
Is there a way to "round" the edge (this is what I really want) without worrying to much about "subfaces" in my biggest one ? I have a polygon face with lots of "blender faces" in it.

I come from Lightwave3D and modo, so not that experienced with Blender, but I have tried everything and I just keep getting the same results as you. It looks to me like a limitation of the built-in edge-bevel algorithm, and probably solving with some editing is inevitable.
This is how I would approach this in Blender, given my simple experience so far. I have created a simple demonstration case. Pictures would probably explain the approach better:

I would knife-cut the main face at least, although other connected faces might need the same too (as in my case)

I would then dissolve the faces that are attached to the target edge

and lastly apply the bevel and clean afterwards, if necessary

cheers and good luck,

Blender works best when working with quad based topology.

I was emulating conditions that the OP mentioned in his questions. Specifically, "subfaces", and "I have a polygon face with lots of "blender faces" in it", and the fact that the supplied image shows tri's. I tried with quads after trying the above, and the results were not any better. The built-in edge bevel in Blender has limitations, and sometimes has to be cleaned manually.


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After crash, images appear as black sihoettes and all text dissappears
I had several instances of blender running, and they all crashed at once as I started a render with a procedural materials.
Now, when I load:

All images in viewports are black silhoettes.
Text and icons are missing from all tiles.
Points on timeline still showm but all text on timeline titles is
gone.

Refer attached images.
I have tried:

Uninstalling then installing new blender version.
Shutting down and restarting the computer.
Running disk cleanup to clear cache.
Clearing App data files on my profile.

None of this has made any difference.
It looks like a rendering issue. But I still have larger, more demanding bits of software (such as Revit) running fine.
I'd appreciate any help.

When the interface gets corrupted like that, it is because of issues with the GPU. update or downgrade the drivers for it.

Thanks susu. I've updated my drivers but it has had no effect.

Turns out my graphics card, a GeForce GTX1070, doesn't have enough muscle :(
After 10 or so reboots this appeared:

The old card has no updates that work. Frustrating. I don't know what I'm going to do about this.

I think this card is well above the minimum requirements. You should try updating your drivers as indicated in the error message

Thanks Gorgious. I've updated my drivers but it has had no effect.

Unless your card is fried (it can happen) 1070 should be working fine with blender. upgrade or downgrade the drivers for it.


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Why does blender mix colors when exporting FBX?
Quick question, I have a .blend file with a high poly mesh that has multiple materials on it. When I export as FBX some textures get mixed up, example picture shows original .blend file on the left, middle is FBX export number one, and after adding one plane to the roof, it's a completely new mixup of textures on the right. All textures are simple Principled BSDF colors.

Bugs should be reported at https://developer.blender.org. You will have to provide them a minimal example file.

I found the reason for this, as I copy and pasted items each one of them had all of the other material information. So then I ended up (and I don't know how this is posible) with multiple materials under the SAME NAME.
So the solution was to go and manually go to edit mode, select each color to see if its information is on the mesh and then reassign it or remove it, I had over 40 materials on this mesh and was left with 9, problem solved but I wish I found some elegant solution to this.


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Blender python "baked" texture maps are black
I am writing a script to automat baking in blender for my objects.
I want similar thing like n Unity3D,
I have objects (lights, area lights, reflection probes, meshes) in my blender
I want Bake light maps
Then store the baked texture in output directory
def bake_logic2(bl_path: BlenderPath) -> BLEND_RESP:
    # Select all objects in the scene (including sub children)
    bpy.ops.object.select_all(action='DESELECT')
    bpy.ops.object.select_by_type(type='MESH')
    bpy.ops.object.select_hierarchy(direction='CHILD', extend=True)

    selected_objects = bpy.context.selected_objects

    # List to store objects with materials
    objects_to_bake = []

    # Iterate through the selected objects
    for obj in selected_objects:
        # Check if the object has materials
        if obj.type == 'MESH' and obj.data.materials:
            objects_to_bake.append(obj)

    # Check if there are any objects to bake
    if not objects_to_bake:
        return False, "No objects with materials found in the scene."

    # Set up the bake context
    bpy.context.scene.render.engine = 'CYCLES'
    bpy.context.scene.cycles.device = 'GPU'

    # Iterate through the objects to bake
    for obj in objects_to_bake:
        # Select the object to bake
        bpy.ops.object.select_all(action='DESELECT')
        obj.select_set(True)
        bpy.context.view_layer.objects.active = obj

        # Create a new image for baking
        image_name = f"{obj.name}_bake.png"
        image = bpy.data.images.new(image_name, width=1024, height=1024, alpha=True)
        obj.data.uv_layers.new(name="BakeUVMap")

        # Assign the new image to the material(s)
        for material_slot in obj.material_slots:
            material_slot.material.use_nodes = True
            node_tree = material_slot.material.node_tree

            # Check if "Image Texture" node exists
            if 'Image Texture' in node_tree.nodes:
                image_texture_node = node_tree.nodes['Image Texture']
                image_texture_node.image = image

        # Bake the object
        bpy.ops.object.bake(type='DIFFUSE')

        # Save the baked result externally
        image_filepath = os.path.join(bl_path.outPath, image_name)
        image.filepath_raw = image_filepath
        image.save()

But unfortunately after trying so much, the output images are black. Also I think I am missing lights and probes effect

If the Metallic socket of Principled BSDF node is connected then disconnect it and set the value to 0

I did same thing but still it is black

try bpy.ops.object.bake('INVOKE_DEFAULT', type='DIFFUSE', pass_filter={'COLOR'})

After adding this line, it is still dark

What is bl_path: BlenderPath? please provide the complete code so that I can run it.

If you don't mind, kindly see the file blender_bake.py directly as it contains scene and script. Any kind of help is appreciated

Let us continue this discussion in chat.

Not a perfect answer but hope it will guide you.
In your code you have to select the image_texture_node and make it active.
image_texture_node = node_tree.nodes['Image Texture']
image_texture_node.image = image
image_texture_node.select = True
node_tree.nodes.active = image_texture_node

import bpy
from bpy import context
import os

def bake(path: str, size: int=1024):
    context.scene.render.engine = 'CYCLES'
    context.scene.cycles.device = 'GPU'

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

        # create new image to bake on
        image = bpy.data.images.get(f"{object.name}_bake")
        if not image:
            image = bpy.data.images.new(f"{object.name}_bake", width=size, height=size, alpha=True)

        if object.material_slots:
            for slot in object.material_slots:
                if slot.material and slot.material.use_nodes:
                    node_tree = slot.material.node_tree

                    # create image texture node
                    node = node_tree.nodes.get(image.name)
                    if not node:
                        node = node_tree.nodes.new(type='ShaderNodeTexImage')
                        node.name = image.name
                    node.image = image
                    node.select = True
                    node_tree.nodes.active = node

        override = context.copy()
        override['selected_objects'] = [object]
        bpy.ops.object.bake(override, type='COMBINED', pass_filter={'DIRECT', 'INDIRECT', 'DIFFUSE'})

        # Save the baked result externally
        filepath = os.path.join(path, f"{image.name}.png")
        image.filepath_raw = filepath
        image.save()

bake(path='C:/Users/karan/Desktop/', size=1024)


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Making Tiny Detail
I'm making a larger model that requires a lot of tiny detail. is there any modifier or technique to randomly generate tiny detail onto a large mesh rather than the alternative "Subdivide and extrude smaller faces"? picture on what I mean below.

Particles, Dupliverts or use the animation nodes addon.

BTW. Maybe a useful search-term:  'Greeble'

This might be what you are looking for but it is not free https://www.blendernation.com/2018/05/09/greebles-comes-to-the-plating-generator-add-on/

Quick idea:
You could use hair particles and a vertex group to option as to where the particles would appear on the mesh.
You could then reference another object or group of objects instead of 'hair' inside the particle settings under 'Render'.

The red face indicates the vertex group and its weight. (I cheated and added an extra loop just behind the face) the two other grey cubes are used as the 'hairs', being in the 'Greeble' group.
You can then scale the sizes of these generated objects directly under with 'Size' and 'Random Size'.
Hope this helps, I'm sure there is other techniques.

Another option is to use a procedural texture (channeled through a bump map node) on the displacement slot of your material output in conjunction with the microdisplacement (one of the subsurf modifier options) present in the experimental feature set.
However, if you don't care about the silhouette that much (you did say the detail was tiny), or you don't want to risk experimental features, you can just plug in the procedural texture through the bump/normal mapping node directly into the normals of your shader.


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Select Cylinder into Equal Sections?
I'm making a mesh that requires about 6 extrusions from the base model. And Each extrusion needs to be equally spaced apart around the cylinder. Before, I would have to count over and over again the amount of faces in between each selected face "clumps" and it just became really tedious. Is there a way to select (for example) 7 out of every (another example) 33 faces equally spaced apart around a cylinder?

If the mesh already has those faces cut in then Checker Deselect with propoer setup of Skip and Nth selection will select you according to any pattern. It won't make anything evenly spaced obviously, it will only select existing geometry.

Possible duplicate: https://blender.stackexchange.com/questions/116534/how-do-you-add-orderly-wrinkles-to-faces/132203#132203

You could select all the outside faces, and from the header 'Select'
menu, use 'Checker Deselect', which, starting from your active face,
will skip the deselection of the number of faces set in 'Skip' and
leave a gap of N-1 faces entered in the 'Nth Selection' field, before
skipping again. Sometimes, though, that's surprisingly counterintuitive.
If you've got a lot of rotationally symmetrical work to do, it's worth considering cutting a segment out of your cylinder, and recreating the whole with an Array modifier, set to 'Object Offset', with a rotated Empty at the center of the cylinder as the modifier's target. Then, by working on one segment, you're working on them all.

But for one-off operations like this, it's often quicker to make a jig: a temporary helper object you can delete later.
In the illustration, I've ShiftD duplicated a chunk of faces, E extruded it SZ, scaled it down in Z, and again, ShiftD duplicated it, this time immediately following up with RZ60 rotating the thickened chunk by 60 degrees. Now hitting ShiftR repeatedly will send copies round the cylinder. In this case, they're just markers to save you counting, but they could be snap targets, or view targets.

It may seem a silly amount of work, but once your favorite shortcuts are under your belt, this kind of operation for stashing lengths an angles can become very straightforward, and speed modelling up a lot.

Thanks Man! This is exactly what I was looking for!


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Make Evenly Spaced Out Loop Cuts
I have a trapezoid shape and I want to make loop cuts. but the problem is, is I want the loop cuts not to go across the shapes... "normal"? I guess is what you'd call that. How can I get the lines to be evenly spaced out and the gaps between the lines be parallel no matter what the shape is? (Also, I can't use the knife tool because I need to make a lot of lines).

https://blender.stackexchange.com/questions/76628/how-to-outset-from-edges-vertices/ https://blender.stackexchange.com/questions/74634/slide-two-edge-loops-away-from-each-other/74635#74635

I don’t really want to bevel it like that though. Is there not a way to do CRTL- R and the edges just go across the face (not going along it’s normals)?

Knife Project is a possibility.. (Illustrated with X across, Y up)..

EX  extrude a long edge horizontally, Shift D duplicate, P part off into a new object.
X delete the original extrusion, X delete 'Faces Only' of the new object,  move up in Z, and tweak its X.
Header Menu > Mesh > Knife Project the grid down onto a couple of your segments:

Hide the grid...

Shift D R Z 60
the segments, and Shift R repeat,
Alt M > 'By Distance' merge double vertices.

or, work under a radial Array modifier, if you've got more symmetrical work to do.

That was it! Thank you!!!


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How to unlink mesh from an empty?
I have a mesh I downloaded that had a couple empties attached to it and I dont really like it being there. How would I remove the empty but keep the positioning and scale of the mesh its linked to?

Select your object and press altP (Clear Parent) > Clear And Keep Transformation


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How to bend extrusion along a sphere
I have this extrusion I made out from the side of a curved mesh (not as in "Curve" or "Path", but just generally at a curve) and when I extrude it out, the it comes as a bar from the face I extruded from (like it should). How would I be able to make the extrusion curve at the angle my original mesh is at?

I don't know if there's a way to automatically find the perfect curve but you could try this with W > LoopTools > Bridge Edge Loops then play with the factors on the bottom of the Tools panel in 2.7 (or bottom left Adjust Last Operation box in 2.8), especially Segments and Strength.

So this definitely works, but my curve looks like its almost leaning to one side of the bridge. Do you know how I could center it out a little?

could you please share this part of your mesh? https://blend-exchange.giantcowfilms.com/


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Smoother shadows in Blender 2.8 (EEVEE)
So recently I've been really diving into Blender's 2.8 beta, and most importantly EEVEE render engine, and I can't seem to get around these nasty looking shadows. is there a feature I'm missing?

Yea... shadows are a bit complicated to get right with real time graphics. It can get better but not perfect.
You can try if the Soft Shadow option will help your scene. The viewport will be sluggish with it on...

As of Blender 2.92, this option is enabled by default


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How to Make Highlights Glow
I'm creating this scene with a "Star Wars" feel. And in Rogue One, The ships had this large highlight like the metal of the ships were glowing from the lit sides only. I'm also noticing some slight blue just on the outside of the main bright white. I've tried Emission nodes (not at all what I was looking for lol) and I've tried the Glare node in the compositor node sheet. And I can't seem to find what it is. Is there an effect or addon maybe to help me achieve this "Glowing" effect? Reference on what I mean below.

maybe try this kind of solution: https://blender.stackexchange.com/questions/120563/how-do-i-make-a-luminescent-gas-cloud

The 'glare' for the bright parts should be able to be achieved with a Glare node in the compositor - set up the Threshold to ignore any parts that are not bright enough so as to get the effect on only the highlights.
However, for added configurability you could also add in the output of a Blur node as follows :

Adjust the Glare node, the Value nodes, and the Blur settings as desired.
Note the Subtract Mix node set to 'Clamp'. This effectively removes all but the highlights - so you only get blur of the particularly bright sections. The Multiply after the Blur allows you to control the strength of the 'haze' around those highlights. The RGB node allows you to adjust the color, to bring up the blue, for example.
Here's another example - with the effect over-emphasised for clarity :

What were yourRGB Curves set to?

@PraxisVisuals Apologies - the RGB Curves node was an impractical way of adjusting the color (not sure what I was thinking with that). Now edited to use an RGB node to generate the color directly rather than trying to adjust the output of a Value node with curves. Adjust the strength of the blur by adjusting the 'brightness' of the RGB node and adjust the color to adjust the tint.


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Color changes after joining two meshes

Hi!
I'm a beginner in this and I'm having some troubles while sculpting which is after joining two meshes the color changes. I've been looking for answers everywhere and I often find the solution: select object/go to mesh/normals/recalculate outside... But the thing is it seems it doesn't work anymore, or at least I did it badly.
Besides, I don't know where's the option "normals" to then click recalculate outside, I only could find the shortkey (ctrl+n for recalculate outside) but again, it didn't work.
The version I'm using is 2.91.0... If you know the answer, please explain to me with details and images if it's possible, I don't know all the tools yet.
Thanks for reading :)

The green color is a Face Set that Blender automatically creates when you join two objects. Check out Face Set in the main menu of the Sculpt mode.
Face Sets can limit the effect of certain brushes in Sculpt mode, see brush options for details. There is also a Face Set brush to paint the color. That way you can highlight edge loops or important faces.
In the Viewport Overlays you can turn it on/off and set the transparency of the color.

I'm not entirely sure this is your problem, but after joining them, go back to Sculpting and click on Remesh on the top of your screen with a low value of like [0.02]


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duplicated stroke
when I stroke in sculpt mode it does a second identical one there's a second dot as well showing me where the identical line
this second line/dot is always on the opposite side of the sculpture does anyone know how i fix it

Look under the tab that says "Symmetry" (In the Active Tool and Workspace Settings) - you'll see mirroring on the X axis is enabled by default


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How can I create an identical smaller shape inside of a shape
Not quite sure how to phrase this properly. I created a mesh of a human and textured it with skin and with anotomical muscle meat. I need the muscle one to be a tiny bit smaller so that it will not poke through. Regular object mode scaling does not work because it scales everything inward making the gap between the legs smaller. I tried solidify on the skin to make it slightly thicker, but when I get it thick enough so that it doesn't stick through when it is deformed by the armature, the eyes end up getting puffy.

Puffy eyes (with solidify)

Without solidify, the mesh peaks through a bit when I armature it.
The weights are copied between the two meshes and the meshes are identical copies. For some reason, when it isn't deformed with armature, only the skin shows and not the muscle.
I'm appreciative for suggestions for fixing this.

I figured out how to do this and get a decent result. Some editing was still needed, but this is the best result I have obtained for this on a complex mesh.

Go to modifier tab
Add shrinkwrap modifier
Set snap mode to "inside"
Play with offset as needed
Once you get a satisfactory/close result, click on the arrow icon of your deform and click apply to have it converted from a modifier to real geometry.
Manually edit as needed to repair any mesh defects.


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Fisheye view showing unaltered geometry

When using fisheye camera lens my view shows both the altered geometry and the original geometry.  Is there a way to only make the altered Geometry visible?

Those are just you overlays by default Blender always displays the overlays even in rendered mode :

You can view your scene (almost) exactly as it renders by disabling overlays :

Let me hear if that helped you.


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Adding physics property to mesh doesn't do anything?
I have an existing animation via "how to use blender" tutorial from Blender Guru (Donut 3.0). I'm trying to now go beyond and do my own thing but I can't seem to figure out why I can't get any other meshes to move when adding physics to it.
Example, donut already has animation and it spins. I've added a new Plane mesh, then for the modifier I added a subdivision left it on simple with a levels viewport: 4. Then I added a cloth physics with default settings, hit space bar and it moves maybe a couple centimeters and then that's it.
If I create a new file and try the same steps for the physics it works no problem, so I'm unsure why it won't in my donut file.
All suggestions are greatly appreciated! Please see link below for blend file if you'd like to have a look.
Blender version: 3.0.0, windows 10.
.Blend file

I suspect something here has to do with reading something wrong between versions.  What version of Blender did you start the file?  What version are you using now?  In 3.0, disable subdivision on Icing to see the physics.  Of course, that's crazy, the Icing has no physics, and subdivision shouldn't affect anything, but there it is.

@Nathan woah! you're right it finally worked. thank you! I actually started all of this in 3.0 brand new install and everything. Very interesting, thank you! Can you please post as answer? everything works now, I set collision on the donut itself and the cloth wraps around it

Well, the fix doesn't make any damn sense, so in my mind it's not really an answer to the question "Why?"  I'm afraid I don't know why that's the case, it just is.

ah I see okay well thank you anyhow @Nathan you did still resolve my issue so I can keep moving forward haha so I appreciate it


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How to fix "Can't edit driven number value, see graph editor for the driver setup"?
Was following a tutorial on objects, animations, geometry nodes etc. And within the Geometry Nodes section I have a value node in which I've used the function #frame on a mesh. Following the tutorial when he presses spacebar/start the mesh begins to move in-sync with the model that has actual keyframes. However when I do it nothing happens. Then I noticed if I click and drag the numerical field in the value node the number resets to whatever frame it was at and I get the error "Can't edit driven number value, see graph edtor for the driver setup". I can manually enter the frame number and hit enter but it still doesn't do anything when I hit play/spacebar.
The intent is for the geometry nodes to cause a randomized moving effect of the mesh without having to animate it. However I can't get past this point so the end result won't even matter.
Any ideas would be greatly appreciated. I looked around SE for others with similar issues but their resolution didn't work for me.

There's nothing in the graph editor or driver:

hoover over the value box in the value node and right click.  select delete driver. then type #frame in the box.  Should fix it.  If not, can you add your blend file to your question? (How to add a blend file)

@MartyFouts it works! can you please post as answer? I can't believe it was that simple lol it's finally moving. I still can't scrub through and if I manually enter a numerical value it breaks it but if I delete driver again and then type in #frame and just leave as is, it works! good enough for me lol I just positioned the mesh where I want it to start and all is well.

Sure.  Answer posted.  I don't know what was wrong, without looking at the broken blend file, but that was the easiest fix.  Maybe could have looked at it with the driver editor to see what happened, but why bother?

yeah I followed it to the letter and even redid the steps, perhaps just a bug I'm encountering. It's BlenderGuru's Donut tutorial part 12. It's pretty straight forward and haven't encountered issues until this one. But you fixed it, so thank you! haha now I can spend time on figuring out how to do other things not in his tutorial to make it my own. thanks again Marty!

The driver appears to be screwed up. There are several possible ways to fix it.  This is one of the easiest:

Hoover over the value box in the value node.
Right click.
Select delete driver from the dropdown menus.
type #frame into the value box.


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Did Blender 3.0 change the selection process?
Previously I could easily select the object behind by just clicking twice (or more if there are more layers), but now it doesn't seem to work. Moreover, I can't select smaller objects at all (only via layers panel on the right)

No, 3.0 didn't change that aspect of the selection process.  However, there is an option in preferences OpenGL Depth Picking that influences it.  To check whether you have accidentally disabled it, Edit→Preferences; select Viewport and see if it is checked:

If the option is not set, then selecting an object behind another one fails.

thank you. It turned out to be a bug, I think. No such problem in 3.1.0


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Bridge Edge Loops snapping to vertice instead of the object itself?

I selected vertices in 1st picture as shown to join using bridge edge loops. One side merged into the solid smoothly, the other side snapped to vertices showing that weird squarish edge. Could somebody help me out? What could be the problem?

Hi, this is not the bridge issue, check your Face Orientation, my guess is that either left or right side has flipped normals and when 2 flipped normals meet, they make this

This is your issue:

Go to the top side of your 3d viewport and select this:

Your mesh will surely have some blue and red parts (your mesh is supposed to be blue on the outside)

So select all the Red faces and press Alt+N and select Flip to Flip your normals, or try selecting all faces and using "Recalculate Outside"...
Now your subdivision will work as supposed


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Flat texture and transparency

Hello, how may I make the black parts transparent but keep the texture flat at the same time ?

On the second picture,I used Principal BSDF it makes the black parts transparent but the texture looses it's flatness.
How may I do it please

What do you mean with "loses it's flatness"? Maybe you wanna try Alpha Clip with some Clip Threshold in the material's Blend Mode options?

I meant that when I used principled BSDF the hair didn't looked flat anymore,  but Markus von Broady gave me a solution. Thank you so much though

When you connect color to output, the Emission shader is used implicitly. So to reproduce the same effect with transparency, use the Emission shader connected to a Mix Shader controlled by Alpha. The other shader to mix is the Transparent shader:

And as a fun fact, you could set the following settings in the Principled BSDF for the same effect (irrelevant settings hidden):

Thank you so much ! That's the exact result I wanted


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Grey area around PNG despite transparency
I am exporting a PNG from a basic scene at 1000*1000px resolution.
I am using a combination of a ground plane as a shadowcatcher, render properties -> film -> transparent is checked, and compositing to make the background transparent.
The Output Properties are also set to PNG with RGBA color.
Render engine is cycles.
In the object settings for the shadow catcher, I have disabled glossy ray visibility so that the reflection doesn't show in the surface of the object.
This should output a PNG with a totally transparent background, however when I place these PNG's onto a coloured background, the 1000*1000px border can be seen as the whole area is filled with a very faint grey colour. You can see it in the images attached; transparent PNG on a yellow background but you can clearly make out the frame of the image.
What setting is causing this? I did not create the original blend file, but something in it must be causing this as other PNG's from other blend files export PNG without this issue.
BLEND FILE:

it's something to do with the compositing nodes. When I disable "use nodes" in compositing, the background is fully clear....
Anyone know what is causing it?

The problem is, either intentionally or accidentally you have changed the default start and end values on the RGB Curves node. The width of the node is maybe too narrow to see it clearly, but if you make it wider you see the following:
You have basically mapped a [0.01111, 1] input range to a [0, 0.98125] output range. The left control point outputs Y = 0 up to X values of 0.01111, while the right control point for X = 1 does not output values higher than Y = 0.98125, which is not fully white:

And there is the problem: when the brightest output of the RGB Curves node is not white, but light grey, then inverting the colors afterwards results in a very dark grey, but not black - therefore the background is not fully transparent.
So I guess the left point does not matter very much if you do not mind the opaque parts of the shadow to be still slightly transparent (if there were opaque shadows). But I would definitely set the right point to Y = 1, this will help.

Gordon thank you again for the solve! Seems obvious now.


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Skewed and Distorted Texture Application
I'm struggling here crew!
Why can't I get this fairly simple idea to work...
I need to create a mesh to fit over a model of a sealed cosmetics tube, and effectively emulate a printable area on a real world sealed cosmetics tube.
My process at the moment is;

Import the mesh in from a separate CAD program (assume it is not created by me)
Create a cylinder primitive around it
Z align the cylinder, and use the upper and lower bounds of the real world print area to crop the top and bottom of the cylinder to represent this size.
edit mode -> face select - > delete top and bottom face of cylinder
Subdivide the cylinder a few times to help the next step...
Apply modifier - shrinkwrap to the tube (wrap method = project, snap mode = on surface, negative = checked, and offset created appropriately to prevent z-fighting)
Inspecting the UV and it all looks good - nice quads as expected from the cylinder primitive.
However, the mesh itself is now distorted from conforming to the face of the tube during the shrinkwrap process. You can see in the image that partway up the mesh, the edges begin to taper in toward the centre. This distorts any artwork which is applied to the tube, giving it a tapering effect like the star-wars opening scroll. This is undesirable.

Is there a way that I can correct the shrinkwrapped mesh so that it does not distort the artwork texture when it is applied?
Here are some images;

The topology seems bad, why don't you do it clean? As for the texture, maybe simply use Unwrap >Project from View?

... agreed  .. in real life, if the printed skin was going to stretch on application, then the artwork would have to be pre-stretched the other way, Are seams acceptable down the sides of the tube?

Hi @moonboots when you say "do it clean" can you elaborate on this?
As for UV projection method...Project from view doesn't work for me as it mashes the front and back of the UV map ontop of each other...(ie if i'm projecting from -y, then it overlays -y and +y on the same region in the UV), when I need the UV to work like wrapped around band of printable area. Possible I am getting this wrong as well though tbh :P

@RobinBetts in real life tubes are printed when they are still a flat sheet of material, ie before any deformation of the material occurs.
Printing proofs for artworks on tubes are typically a rectangular region which is the height of the printable space, and the circumference of the tube (with a little tolerance), and I want to be able to export a UV that adheres to this industry standard.
I have a seam down the left side of the print region mesh (where the mesh intersects -x) and this is how it will be for all the meshes, as this is consistent with real world manufacturing

You can only select the front faces and U >Project from View, then select the rest of the mesh, unwrap and put over a yellow part of your image

@moonboots hey nice one, thanks for the idea.
Is there a command to select faces only on the front (-y)? Or are you suggesting manual selection? I'm trying to automate this process with python, so ideally I can command it rather than rely on mouse over....
definitely appreciative of your help my friend :)

Just select with the B (box) selection, don't enable X-ray so that you don't select the back

@moonboots sweet as, but is there a command for this rather than B+draw a marquee over the object?

Sorry, I don't know how you could automate that :/

@moonboots that's ok - this is a good start point for a possible route to success. Thanks for taking some time to share your expertise, I appreciate you :)


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IK rigging with a hammer held in hand
I'm having trouble getting an IK rig to work how I want it to. My goal is to have a hammer in my characters arm that I can move and rotate have the arm and hand rotate properly like it would for a real person, where the forearm rotates forward and backward mostly with the wrist being pretty much still and maybe a bit of upper-arm action if the forearm goes above a certain angle forward/backward.
The position part of the ik is pretty good, but I'm struggling with the rotation.
I've set up my hammer model with a child bone in it going from the handle near the point where it intersects with the hand to the head of the hammer.
The IK of my hand is set to the 'hammer bone' with location and rotation applied and a chain of 4 (shoulder is the end).
It sort of works, but is un-natural in that the wrist rotates instead of the arm. I'm sure it is just my fault at not being an expert. I've tried different rotation constraints, but can't seem to figure out the one that works/the right way to do it.
I've found some good tutorials on IK, but I couldn't find any sort of forum posts or tutorials that cover how to do it with a hammer or bat or similar tool where the tool drives the rig. I would really appreciate it if someone could direct me on this.

including pictures in your post makes it much more clear and easier to grasp at a glance, on windows you can use the Snip and Sketch app to grab part of the screen, draw on it if needed, and you can Ctrl+V it straight into your post and format appropriately.

even better and simpler - put your blend file here

A character using a hammer - (Blend file below - Vers 2.77, will work in 2.8+)
I'm assuming it's the IK 'using' the hammer or sword that you're having trouble with...
Getting the swing appearing natural is probably best achieved using a curve to guide the wrist or hand and the hammer parented to the hand bone so there'd be no slippage.  Other situations might be best served using the tool to drive the rigged arm and hand.

The setup in this example uses a vertical curve (arc) to guide the swing, but to avoid quirky behavior the left arm's handle (an Empty) is not forced to follow the curve directly.
Instead, a dummy plane follows the curve and that's what gets the curve modifier. (Called 'Curve Follower' in the file)
That dummy plane is made a parent for the arm's handle and this takes the arm down the curve but without glueing the arm to it.  The arm can still be moved about whilst it's following the curve
The hammer is made a child of the hand bone so there'll be no slippage.
The curve itself is given it's own handle so it also can be moved during the process. (the circle empty) This is a parent to both the curve and the curve follower.  It keeps the curve and follower together when the curve is moved forward and back during the swing.
The forward movement of the curve is to force the arm to extend a little and change the hand and hammer's angle.  The wrist wouldn't look too hot if it was twisted to do this.
With all that working properly the arm and hand will be seen to take the hammer down in an arc shaped swing.

On impact, because the backbone is in the process of bending forward and the wrist can't go anywhere, the elbow joint is forced to fold some more and change it's angle, automatically adjusting the hand and hammer's angle as well.  The curve is also moving back and that enhances the elbow's folding angle.
The hammer appears to kick up from the impact as though from a recoil.  This only last for a frame so the curve's follower is animated in the reverse direction to take the hammer and arm back up a little further.
Note that impact and rebound behavior is fashioned in the Graph editor.  Those keyframe handles are used to change the Bezier curves into linear style reactions so the hammer, hand, and arm, appear to bounce a little.  The impact approach and bounce is actually accelerated a little.

Thanks, this is perfect!

Glad I could help :)  I should mention, objects are locked out from selection in the Outliner. (Inadvertent selection can ruin a lot of work)  Press "Home" to expand and hold your mouse button over the first shaded arrow , drag it down to open them all up again.


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Invisible objects in the wireframe
3D is invisible with Wireframe enabled.

In wireframe mode, the object is actually supposed to be see-through. You also set it to transparency mode so that is why the lines aren't visible. On the top section, you will see the square behind a square like here :

and click on the square where I have pointed, your problem should be fixed.
cheerios,
Aster17

Also, Bituca, if you found this answer helpful, could you upvote this answer by clicking on the arrow above the  0. It would be really helpful.

hey Bituca, can you please upvote my answer If you found this answer useful.


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Sharp and Crisp Detail Lines In Sculpt Mode
I'm in the 3d printing space and I wanted to sculpt detail lines on the surface of an object via sculpting. Whenever I do it, i get the rounded effect rather than the sharp hard crisp lines like on a gundam or a scifi model.

I've addded a picture of this item from Tron as an example.
So how would I go about adding those fine slightly indented detail lines  via sculpt?

I think you have to change the falloff in the brush settings to something different, say for example, the sharp falloff. You can change it on the top menu, right to the side of the radius and strength settings

i tried that, it's still giving me pixelated effects at the falloff.

Have you tried hard surface modeling techniques? Sculpting is good for organic models less good for hard surfaces.


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Using a mirrored curve as bevel object
I need to use a symmetrical curve as bevel object following another curve.
Both are bezier originally, but when assigned as bevel object, the mirror (with merge checked) is ignored and only the original curve is used.
Converting the curve to mesh only makes the curve unusable for beveling.
If possible, I need to keep it editable to adjust the final shape.

Hello could you please share your file? https://pasteall.org/blend/

https://pasteall.org/blend/569155dcefa041e588ea18f6660e2681

I'm not sure the modifier will be taken into account when you'll choose the curve as profile. Maybe convert to mesh then reconvert to curve?

Well, doing as you say, the curve is applied correctly, but it's not easly editable anymore. I also tried to simplify but result is not nice. Thank you anyway!

I'm not sure it's possible to mirror a curve actually  ;((


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How to extract animation details for export
I want to export all of the animation information from Blender to use in my application. I have written a Blender add-on in Python that mostly works, I am just missing one vital piece of data that I can't find in the API guide, and that is the quantity that is modified by each channel.
The channel has a data_path property that contains location but how can I tell if this is the x, y or z location, an axis rotation or something else.
Here is a snippet of my code that gathers up all of the animation data for exporting:
    def serializeAnimations(self):
        for action in bpy.data.actions:
            Logger.log('Serializing action ' + action.name)
            groups = []
            for group in action.groups:
                channels = []
                for channel in group.channels:
                    keyframes = []
                    for keyframe in channel.keyframe_points:
                        keyframes.append({
                            "type": keyframe.type,
                            "co": self.serializeCurve(keyframe.co),
                            "amplitude": keyframe.amplitude,
                            "back": keyframe.back,
                            "interpolation": keyframe.interpolation,
                            "handle_left": self.serializeCurve(keyframe.handle_left),
                            "handle_left_type": keyframe.handle_left_type,
                            "handle_right": self.serializeCurve(keyframe.handle_right),
                            "handle_right_type": keyframe.handle_right_type,
                        })
                    channels.append({
                        "datapath": channel.data_path,
                        "extrapolation": channel.extrapolation,
                        "color": self.serializeColor(channel.color),
                        "keyframes": keyframes})
                groups.append({
                    "name": group.name,
                    "channels": channels})
            self.animations.append({
                "name": action.name,
                "frames": self.serializeRange(action.frame_range),
                "groups": groups })

i think the rotation axis is determined by the array_index (0 -> x, 1 -> y, 2 -> z)

Ahh, it looked like it was the index position within the collection. Makes sense. Thanks.

You are welcome

That moved me forwards, but now I have found some other gaps.
Where can I find the speed of the animation in frames per second, whether the animation loops or just plays once and stops, and for rotations that are not around the mesh origin where do I find the origin of rotation?


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Curve-shapped mesh edges
I'd like to be able to transform the contour of a mesh with little detail, smoothing it with more vertices so that it follows a regular curve while retaining the initial vertices positions.
Here's an example:

Here I want to smooth the sharp angles between edges of my mesh so that they follow the blue curve while retaining the position of the selected vertices.
I've tried using the bevel tool on the vertices, but I don't get a nice regular curve with an even distribution of vertices.
Do you have a better way of doing this?

If you don't want to use a Subdivision Surface (which would smooth the shape but may add too much geometry), you could select this edge loop and right click > Subdivide:

Then select the same edge loop and right click > LoopTools (you need to enable the LoopTools addon) > Relax:

Result:

Thanks for your help. I've tried this already, but when using the relax tool, the original vertices (the ones selected before doing a subdivide) change position. I would like to keep them at the exact same position and just interpolate "curved" egdes in between these original vertices


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Volume Scatter leaves black fringe
quite the blender noob here:
I am trying to achieve a fog effect with volume scatter in blender 3.0, because principled volume supposedly doesnt work in blender 3.0.
below you can see the problem:
Where the Fog - Cube intersects the Elevation Model there is a black fringe around the hills, I have to rid of this one but dont know how. Any help is appreciated.
If it helps, there´s also a screenshot of my nodes setup.
Thank you in advance :)

You would have to share your simplified file, because I tried your material and seems to be fine, your issue lays elsewhere https://imgur.com/65WEQPA ... share just a scene with default cube and cube with volumetric material with such issue. use https://blend-exchange.com

Thank you for the reply. Based on that I recreated a simple file where the issue was not recreated. Then I checked the other material properties and disabled ambienct occlusion, which resolved the problem.


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Geometry nodes scale instance from Z axis
I'm brand new on Geo Nodes. I am having hard times figuring out how to scale my distributed points on faces from normals? I've learned how to distribute them but for some reason i cant find how to scale them the same way so it does a fading scaled points.

This stuff is tricky to get the hang of, IMO. It's not immediately obvious from the interface which attributes are on which domains of which geometry.(The Viewer node can help)
You somehow have to get the (Object-Space) Z-component of the Normal of the incoming Geometry into an attribute that can be picked up and used to scale your icosphere instances. Points don't have a Normal, but they do have a Radius :

(Above) The greenish nodes do the selection, as you have, in your tree. The red nodes:

Capture the Z-component of the Normal of incoming Geometry...
... so it can be given to the Radius of the points on which instances are to be generated...
... then at the point of creation, a function of the point's Radius can be used to scale the instances generated on them:

In some cases, attributes have to be transferred, rather than captured and used to set a convenient existing attribute... see this answer, or others which address the same problem.

Wow indeed! This is tricky! I would never have found all of this. It will definitely help me a lot for learning geo nodes. Thank you very for you much for your answer and explanation. I'm really grateful!


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Exporting Holdout shader to gLTF/glb
I tried exporting a plane with the holdout shader as it's material but it appears solid in the .glb file. Any ideas on how I might get the holdout shader effect in a .glb file?

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.

Holdout shaders do not export from Blender to any format I'm aware of, unfortunately. Isn't the same thing of course, but you can export Principled BSDF Alpha Blend transparency and transmission. You can also export a shadeless material, like a Background node.

I will try that and get back to you. Thank you.

I tried what you said but I didn't get the effect I wanted. I was wondering of there was a way to have a invisible plane that also acts as an occluder in my glb file.


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Empty storage bag deformation
I'm totally new to Blender, but what I heard is Blender could be usefull for my question. I'm trying to model storage bags for a vehicle, but I don't know how to do that, in order to deform them when they are empty. Any suggestions?

did you try cloth simulation?

Yes, I thought about it, but didn't know how to start

by finding some tutorials, I mean writing the whole answer down would be a bit long, you just need to use one-sided cube with open top and extruded edge, you need to pin the top with vertex group, set some good settings for hard cloth, and later subdivide it and solidify it, it is possible and quite easily, you just need guidance


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Apply Transform Curve to Mesh Geometry nodes
I'm running into several issues with bezier curves in Geometry Nodes.
i have a node setup using a curve to distribute shingles along several pre-designated paths, they use the Euler of the curve to alling them correctly along the curve, so i need this curve

the final idea of this project is to either make this applied geometry and bake these details down to create some gameready assets.
but it seems that baking these shingles down to a lowpoly mesh just crashes blender
and applying the modifier forces me to convert the curve into a mesh, completely making this node setup useless and destroying the rotation around the curve.

any way to get a curved roof using geometry nodes?
or a way to fix  the crash when trying to bake down these details?

don't know about the baking but you could have the node setup on a second object, let's say a plane, and import the curve there with an 'Object Info' node... also you can use right click > convert to > mesh and it works like applying all modifiers, even on a curve... and finally, you need a 'Realize Instances' node at the end of your setup to see any mesh as an output -that may help with baking too-

I think you need a 'Realize Instances' node at the end of your setup to have
a mesh output
also found in other thread you should place an attribute node pointing to your uv map in material

to keep it clean you could have the node setup on a
second object, let's say a plane, and import the curve there with an
'Object Info' node... btw, just tried baking and worked fine with those changes

when you finish adjustment ,just convert curve to mesh then


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Faded Bar on Frame-top in Camera View
I made a new scene. Utilizing a volumetric mesh, transparent node set up (with ambient occlusion nodes), and 3D scans. But in camera, you can see a faint bar going across the top. Mainly seen in the windows (transparent glass) where an HDRi is visible, BUT also faintly in the other renders as well. Look at all 3 images to get an idea. The first 2 are the same, one without the volumetrics, and one without. The third image is necessary to show that its not just the windows with transparency, but everywhere in the scene...
Not sure what may be causing this with all the factors, but does anyone else know what could be causing this?
(With Volume mesh)

Without Volume Mesh
Random Progress Render sample:

(Without Volume Mesh)
You can see that even when the camera isn't angled toward the windows, you can still see a faint line going though the top frame... What can I do to fix this?


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Mesh shrinks to small size when rendering, but in viewport, it's normal
I have a pretty large set of meshes. When in View port, render mode, or material mode, it looks great. But when I go to render image, all of the meshes get scattered and drastically changes scales (individual object shrink to varying sizes.) Almost like the transforms of every object get reset or break when executing a render. Why is this? ( I have tried Apply All Transforms)

Following another post, I had a single keyframe somewhere (either on one mesh or all meshes) at the beginning of the timeline. Once I deleted that keyframe, problem solved.


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Animaid turned my Timeline Brown and won't let me play animation
While working, I mis-clicked and hit something with Animaid dropdown in the graph editor... While doing so, the timeline under my viewport and timeline in the graph editor turned brown (which isn't a big deal I guess.) but now I can't play my animation. When I hit play, the playhead would skip back to frame -100 and wouldn't move. Help?
AND I've tried setting the offset to Off, and unenabling the addon. But the problem persists...

Not really an answer, but I just got so caught up in the Animaid dropdown looking for answers, that I didn't think to look at my start and end frames of the animation. They were set to start at -100 and end at-100... My timelines are still brown though for some reason

You may have accidentally hit P which is the shortcut for Set Preview Range, which allows you to play only a part of your timeline, just press AltP to undo it:


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Ambient Occlusion Dispersing Unevenly
So I'm still pretty new at using the ambient occlusion node (for making edge wear). And I noticed in certain places it was unevenly dispersing the gradient (which is pretty noticible in the end renders... What am i doing wrong?

This may be attached to the same problem but I'm also noticing that its not detecting the edges on one side, but detecting on another...

Node Set-up:

Are your normals consistent across the model? (Is AO firing inwards on one side, and outwards on the other)

@RobinBetts Yeah, in face orientation, it all seems to be facing the same direction...


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Baked Material to Image Texture looks BLURRY
I made this material and when I go to bake the diffuse (or any map) the baked image looks blurry... The image size is set to 4096x4096, and the margins are left at 16... What am I doing wrong?
I understand that a higher resolution will give the baked image better quality, but I'm not really not trying to go higher than 4K.
(Note: I am still a beginner at Texture Baking)
Baked Texture:

Actual Material being baked:

maybe switch the Image Texture from Linear to Closest? Or yes it may be a question of resolution...

I did try the Closest option when baking AND when previewing the baked result... Nothing.

maybe share your file?

I don't believe I can... NDA and all :)


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Banding in baked image texture
So I baked my image textures in 32bit float and exported 16bit PNG. And I'm getting banding when I apply those textures to the model... When I preview the images, it doesn't appear to have banding, but when I apply them to the model, there they are...
Is it as simple as exporting/saving in a higher bit depth (32 Bit Float) w/ a different file type other than PNG (if so, which file type is best for exporting)?
Previewing the PNG photo:

Applied to model:

Hi :). Looks kinda like a 'moiré pattern' - caused by too high detail in too low resolution. Not sure how to solve it though :))

If you asking for a file type for 32-bit I prefer go with .exr, blender has that in export type. Also the banding might be cuz of what Jachym Explained above, Try to do a quick cycles image render and see if u can see the banding in render, cuz render and viewport are different, so It will be easier to know if the error is cuz of Viewport's graphics, or something else.

Hi, yes, I did a quick test render and there is the Moire  pattern... But something interesting is that the pattern is only showing in the NORMAL MAP... (maybe that's what yall were trying to say, but I didn't catch it..) But the EXR format did help with the other maps... Any tips for the Normal Map though?


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How to make a material that is STRICTLY alpha channel (not transparent)
I have an 3D helmet I'm placing on a Live action head... I don't want to see the underside of the helmet (since the head exists under it, I shouldn't see the underside) ... Is there a way to make a material to subtract COMPLETELY and make it go straight to alpha channel?
I do have a 3D head under the helmet to use as the material that would block/ remove the underside of the helmet.

And here's the section I want to have removed/ hidden/ Alpha Channeled

Can you explain to me exactly why you can't use transparent BSDF?  I'm pretty sure in Eevee, it literally is just an alpha value.

Alpha is transparency.  You can't make a material that's variably transparent unless there's a color to apply the level of transparency to.

@WhisperingShiba If I made the head under the helmet transparent, you would still see the underside of the helmet underneath. I want to know if there's a material that will make anything straight alpha, regardless of what's behind it.

https://blender.stackexchange.com/questions/161596/transparency-of-whole-image-at-the-position-of-an-object https://blender.stackexchange.com/questions/7613/create-invisibility-cloak-alpha-mask-material/ https://blender.stackexchange.com/questions/48104/can-i-make-an-object-invisible-in-cycles-without-letting-the-camera-see-what-is


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Vertex Paint NOT based off geometry/ vertices?
I want to vertex paint on a model but when I want to paint a blank face, it does this:

I understand Vertex paint uses VERTICES, but where there are smooth faces (and lack of vertices) am I just SOL?

To give a nice, rounded answer, it would help to know which version of Blender you are using.. there have been some recent changes in the vertex-colour interface. The principle remains the same, though, if you want a boundary between colours not coincident with an edge, you should probably be painting into a UV-mapped texture.

I'm using Blender 3.1. So should I paint on the UV image itself and not the model?

Okydoky... 'Texture Paint' may be the mode you're looking for, in which you can paint on the model, or into the image,  into an image texture. Will get to it, if no one else does first.

At the risk of telling you what you know already..
'Vertex Colors' are stored in layers on the geometry, of (vertex-per-face) Face Corners. In 3.2+, they are looking to become 'Color Attributes', which could also be stored on vertices, shared by faces.
When you're Vertex Painting, you're storing color-data on those points. There is no more information than that available to shaders, which must linearly interpolate between the colours found on them. So, no, you can't paint half a face. Resolution is limited by the density of your geometry.
However, if you're Texture Painting, into a separately stored UV-mapped image, then shaders are interpolating between the UV coordinates found on the points, and can return the color found at the interpolated point in the image.
The texture-painting interface in Blender allows you to paint directly onto mapped geometry. It gives many options for defining brushes, their behaviour, masking.. etc. It's a little learning-curve all of its own. Typically you would set the object up with a material that expresses the image in one channel or another, and paint while watching the effect in Material Preview.

(Left, image.. Right, resulting material )


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How Do you combine geometry when exporting as an alembic file and keep the animations of each object?
I Cant seem to join my mesh as one as it gets rid of all animations so is there a way of exporting as an alembic file and combining the geometry so that i have one mesh that has different animations on it?

You can do that using geometry nodes. Put a geometry nodes modifier on one of the meshes, put the rest into a collection, and join them via nodes. Make sure you realize instances.

After exporting every mesh should maintain it's animation, and should be combined.


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How to fill a 2D area with N 2D quads of different shapes but same area?
I have a 1000 m² N-gon of a curved shape. I want to cut it in 100 10 m² pieces and have a look at different variants of filling. Like manually changing the shape of one piece and have other pieces reshaping automatically. Or at least anything like this to give me the right research direction.
Is there an addon for this?
Or a geometry nodes example?
I have looked through a bunch of them with no avail.


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Defects in Blender 4.1
Display Issues in Blender 4.1.1
Hello everyone,
Can you please help me understand why these defects appear on my model? The model is intact and undamaged. This issue is not only with this model but with all of them. When viewed from a different angle, the defect disappears and appears on another side. How can this be resolved, and what is causing it?
Thank you!

Hello it may be the Clip Start or End in the N panel > View

It looks as if you may have overlapping edges there. Try going into Edit mode, selecting All and hitting M > Merge by Distance. If that doesn't sort the problem we may need to see your Blend file.  You can share it via https://blend-exchange.com/ following the instructions there to copy the full link on that page. Then edit your question here and paste the link into it.

It's true. The problem was in ‘Clip Start or End’
Thank you very much!
@moonboots

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

Tweak the Clip Start or End values in the N panel > View:


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Half bones are inverted on armature
I have this animation that I recovered from an old video game project, when I import the FBX animation on Blender, I have a strange display in which half of the bones are inverted, but the armature is correct, how could I rectify this problem?

Could you please share your armature? https://blend-exchange.com/

Is the left part animation correct? I can't tell why your armature has been disorganized, but maybe try to reorganize the bones in Edit mode and see if it works? Even though the rest pose isn't a real rest pose, so I doubt it will work correctly at the end...

I will try to reorganize that, thank you for your help

I found a solution by selecting the good oriented bones and use symmetrize in edit mode ! Thank you !

oh great if it fixed your problem!

I found a solution by selecting the good oriented bones and use symmetrize in Edit Mode.

Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One liners and short tips rarely make for a good answer. If you can, [edit] your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?, otherwise it may be converted to a comment.


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Can't find and change Keyframes in Joint Take
I'm new to Blender.
I bought a .blend file with an animated bird. I want to extend the animation and change it, but I don't understand where to find the keyframes. There is just one Keyframe line, but when i delete this, the animation is still going on. Couldn't find any information to "Takes" …

Thank you for you help in advance.

Hello could you please share the armature only so that we can take a look?

Sure: https://drive.google.com/file/d/1Cx7PYZZWGMJPv9PB9DDpVYOnOA0r9Ntv/view?usp=share_link Thank you!

in the file you share, as soon as I select the armature, I can see all the keyframes relative to the armature object transforms and you can also see the bones keyframes if you select a bone in Pose mode, if you disable the Only Show Selected option of the Dope Sheet you'll see all the keyframes without having to select the bones

Aj! Thats it. Thank you so much! Have a nice evening.

Maybe you just need to unfold the tracks on the left panel, you'll see all the keyframes relative to the armature transform. You can also see the bones keyframes if you select a bone in Pose mode, if you disable the Only Show Selected option of the Dope Sheet you'll see all the keyframes without having to select any bone.


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The rendered image is very different from the camera viewport. There seems to be some lighting issue and also the image does not render in cycles
The rendered image is vastly different from the image seen on the camera viewport.

Check your Outliner, you have some objects that are hidden for preview but still visible for render:

Thanks! Apparently the hidden plane was above and blocking the lights


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How to get split normal of selected vertex in python
I'm trying to get the split normal direction value of a selected vertex using python, but I'm not being able to do it.
All help is apreciated

Calculating split normals using python? ... How to set custom vertex normals for certain vertices using python? ... There is a way to add custom split normal use Python API?

Sorry but none of those links answers what I asked. Just need to get the Vector3 direction of a single selected vertex's split normal. I'm not looking to set or change anything of the mesh.

Vertices do not have split normals. Each corner of a face has a split normal. That's what "split" means, it's how there can be different normals on either side of a sharp edge. For example, look at a flat-shaded cube. There are three split normals at each single vertex, one for each face.

Blender internally calls a corner of a face a loop. To get the split normal for a loop, you do this
# This calculates all split normals, you must do this once
# before you can access them or they'll all be (0,0,0)
mesh.calc_normals_split()

# Get split normal for i-th loop
mesh.loops[i].normal

This works for a Mesh (object mode). Accessing split normals for a bmesh (Edit mode) is unsupported (ref).
If want you want is a list of all split normals at all selected vertices, you would have to iterate through all the loops
mesh.calc_normals_split()

split_normals = [
    loop.normal
    for loop in mesh.loops
    if mesh.vertices[loop.vertex_index].selected
]


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Convert Position to Selection (Boolean) in Geometry Nodes
I wonder how I can convert the position output of geometry proximity node into boolean value in order to connect it to the selection input of the instance on points node. Basically I want to use the mesh as a mask to just hide every instance that are not inside of the mask, I think it is the easiest way to play with selection input of the "instance on points node"

If your test is not so much 'Position' as 'Inside/Outside' your mask, then maybe this   is an approach ? (Or instance on the result of a Boolean)

You can use raycast node and dot product if you want to remove you points inside the object.


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geometry nodes blender 3.0 proximity
How can I create a geo node like this (with vertex weight prixomity)in blender 3.0

I tried this and I was so close to get it but the "Geometry proximity" didn't work

I am not sure what you want to achieve? Just the text? An animation? Please show us what you want to have (can be a screenshot or e.g. a yt link)

https://www.youtube.com/watch?v=JxQhLDfQIi8&t=608s watch this

I want to fade my text with an object in the center of my text, then animate it..

with this node tree:

you can get an animation like this:


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Volumetric lighting fix
I want to make a volumetric light that comes from into a box but in a bright room like this:
But when i use volumetric scatter or other nodes to my scene,the light doesn't appear and my render gets in trouble.
What can i do???anybody knows?

You can create a beam effect with a cone (or whatever shape you want) that has a mix between Emission and Transparent nodes, with a Layer Weight as factor. I've added a gradient on Z so that it decays vertically: