text:
Black borders around the rendered animation
I have the same problem as this thread. Black borders around video output?
No idea why my 3840x2160 rendered OpenExr solution has this. I am using blender 3.3.0 with Evee engine.
I have locked the camera to view.I can see the resoulution in the source information in video editing as 3840x2160, but I don't think it is. Because when I try to zoom in to fit the video on editing it loses quality and becomes grainy.
Any help will be much appreciated.
FYI. I am a new blender user. Apologies if this is a basic setting somewhere I missed. Thanks

Update
This is what I mean by locking camera to view. I did this to get the camera view correct.

Pressing F12 gives me the right view without any black borders

If the black border around the video image sequence is just the preview setting, I would not expect the same in the rendered MP4 video right?.
This is my image sequence with the right resolution showing up.

However, what the rendered video is showing is the black border.

Here is the Blender files and the video output.

The camera view locking is irrelevant for this. But when you want us to investigate what is going wrong with rendering your video, you should upload a file that uses the settings you are showing us here which may lead to the issue. The screenshots show a video strip in the sequencer and the output settings are set to FFmpeg Video. But your file is without anything in the sequencer and output set to create the OpenEXR image sequence. If I just create the image sequence (where the images have no black border) and create a video myself, there is no black border so I cannot recreate your issue.

Apart from that, the video player you are using is not the Blender internal player which opens when you hit Ctrl+F11 so I do not know how it plays videos. But if I use any other video player, I can zoom the video smaller and larger and when it is smaller than the player window, of course it shows black borders around the video - because there is nothing there when the video is zoomed out. Maybe you could upload the finished video which has the borders together with the Blender file that created the video?

//EDIT: Now that I got your file I see what happened there. The image sequence strip is scaled to 50%, if you select the strip and go into the sidepanel of the Sequence Editor, under Transform you can see Scale X and Y are set to 0.500. A strip is not necessarily always filling the full output size, for example if you want to overlay a smaller image over a background sequence and that's why you can scale it different from the output size.
This most likely happened to your sequence because Blender's output resolution is set to 1920×1080 by default. When you added the image sequence then, it was scaled down to fit the render size. When you changed the output resolution to 3840×2160 afterwards, the image sequence kept the scale of 50%. This was not always the case, in older versions the strip automatically adjusted to the new output size. The annoying thing was that when the strip had a ratio of 16:9 and you changed the output to something like 1:1 or 3:2, the clip was stretched and changed its original ratio, which was not always desired as default behavior.

Old answer, maybe someone else can find useful information in here:
The black area is simply the window space outside of the image size. If your image strip was smaller than the complete render size, it would either show most obviously a transparent area where it is not filling the space (as long as there is no image strip below which would then be visible) when Color & Alpha is enabled in the preview or you would at least see a thin dashed line where the actual image border is if only Color was enabled (as it is in your screenshot, but maybe the dashed line is not visible because it is out of the window's bounds):

Since you only show the Preview image in the sequencer and not how it looks when you render an image by hitting F12 and if there are still black borders (which is what is shown in the question you are linking to, the rendered output not the preview), I would suppose this is the solution to your black border problem.
About the quality of your image sequence I cannot say anything without examining the files myself, however if you probably have set the percentage in the Output Properties to something lower than 100%, perhaps because you want to render your 3840×2160 images with only 50% or 25%, then the preview image will not change the size it is displayed, but show a zoomed in image in the same size but with a lower resolution.
In the following examples I've put a 1920×1080 movie strip into the sequencer which is previewed in 1:2. The Output Properties are set to render a resolution of 1920×1080 at 100% in the first screenshot. To demonstrate the effect of changing the percentage I have set it to something very low like 10% in the second screenshot. While the preview keeps the same display size, the resolution is reduced drastically in the second image:

If nothing of this helps with your issues then it's probably best if you upload your file to invesitgate further what is going on there.

Please see the update section as I could not add images on comment section. I have also linked the Blender file if it helps. Thanks.

@MerrilMathew The way it is now is not helping, no. See my comments under the question.

Sure. I was not sure which files. I have now added the image sequencer blender file and the output video. here is the link. thanks @Gordon Brinkmann

@MerrilMathew I've edited the answer now that I see your problem.

Thank you @Gordon Brinkmann. That fixed the issue. Much appreciated :).

On my video, the input frames (all 13,080 of them) were 3840x2160, and the output resolution was set to the same, yet I still had the black, or alpha channel around the edges of the render. I started going through settings tabs until I found the Transform tab on the Strip settings. By default the Scale for X and Y were set to 0.5. I changed it to 1 on both, and now it renders just fine.


text:
How i can remove these artifacts in blender?
Hey blender community,
i creating a emboss logo. Unfortunately after i used the modifier solidify i got some artifacts. Do you know how to remove these artifacts?
Thank you so much in advance for any help ;)

Here is my blender file:

First make sure that you have a relatively clean topology and also try recalculating the normals. If that doesn't work, please share your file. Use blend-exchange and paste the generated link into the question by editing it.

Hey Kalaakaar,
first i would like to thank you for your help. I really appreciate your time :)
Yes i have a clean topology and i also recalculated the normals
Here is my blender file:

Thank you

The mesh of the letter "T" is bad. It as overlapping edges/faces. This causes the problems with the modifier. The topology of the "N" and "L" is also not ideal. They have big n-gons. On top of this, you use a Boolean modifier to emboss the text. This creates a "chaotic" topology, which is fine if you don't want to deform the mesh or use more modifiers.

Hey Blunder,
thank you so much for your help.
I don't want to deform the mesh or use other modifier. I only use solidify, decimate and boolean.
After I used the modifier solidify to increase the thickness to 0.5 the artifacts ("T" overlapping edges) appeared.
How can i fix the edges of the letter "T" and the Topology of "N" and "L"?

The topology of your letters looks clean but it is not ideal polygon-wise. There are a lot of ngons (That's faces that have more than 4 vertices). Especially the letter "T" is messed up. It also has zero-faces with no area and overlapping edges. This creates the issues with the Solidify modifier.
If you remove the emboss effect by deleting the vertices that the Solidify modifier has added then you will see in Object mode that the outline is corrupt. There is an extra line in the outline (1). If you back to Edit mode an move the corner vertex (3) of the "T" then you see there are more faces and edges than you would expect (3) + (4):

Delete the extra edges (X) in Edit mode, subdivide the upper edge (menu) to create extra vertices and connect them (F) so that the letter is created by 4 faces with only 4 vertices each (quads) (1). Then the extra line in Object mode (2) and the issue (3) with the modifier is gone.
Make the sure the normals all point outwards (Alt+N > Normals > Recalculate Outside)

The ngons can be replaced by quads in the similar way.
Ian McGlasham has a great tutorial series about Advanced Text Retopology. It works also great for imported SVGs, logos, cloth sewing patterns, etc.

source: Stack Exchange

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

sort: votes


text:
Cloth simulation doesnt work
I am following a youtube tutorial, but the cloth simulation doesn't work as desire. May I know what the problem is? I have not idea what is going wrong

Which youtube tutorial?

https://www.youtube.com/watch?v=uW5PasvZPFg&t=282s

https://blender.meta.stackexchange.com/questions/2449/what-is-the-problem-with-posting-an-image-or-link-and-asking-how-do-i-do-this

You skipped the subdividing what you can see at 1:00. The cloth simulation use only existing verts, it won't create new ones so in your case just the four corner's location will be calculated.

Yes. The Blender cloth simulator will not work if you only have a simple un-subdivided mesh. If you go to edit-mode, and set the subdivision setting to around 50 subdivisions, then the simulation should work well. Setting the step quality of the cloth simulator to about 7 yields a fast simulation, while not using up too much RAM.

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


text:
how to modifing existing torus's minor radius
I have had a torus in my scene for awhile but now I want to resize the minor radius.  I don't want to delete it and add another one cause its part of a boolean modifier... Is there any way to do it.. cant find a dang thing on any tutorials or discussion groups other then ALT-s which modifies the whole thing.

alt S precisely changes the minor radius, maybe you're talking about the major radius?

No you can't. Once a primitive is set you cannot change it's properties, and there is no tool that will allow you to just change the inner radius without modifying the outter. Alt + S will just shrink or fatten the whole mesh. You can however create a new torus and copy location and rotation with the copy object addon to replace the old one. But if you want to be able to go change torus size at all time it might be good to try using a circle curve with some bevel to it instead of a mesh.


text:
Modify the visibility of collections locally to the viewport with python
We have a project with 2 viewports in the same interface. We need an operator that can click on one of the viewports and change the visibility of some collections locally in the viewport that has been clicked.
We have find the following code for set the view of the viewport in local mode:
bpy.context.space_data.use_local_collections = True

And the only method we have found to change the visibility of a collection:
bpy.ops.object.hide_collection(context, collection_index=i, toggle=True)

That inverts the visibility of the current collection.
The problem is, that this method changes visibility globally and we want to change it locally.
We know that the execution context is important, but since we are executing it from an operator in the tools window of the viewport, we believe that we are doing that correctly.
Other variables as disabled in viewport, have a direct access to the variable via python, example:
bpy.data.collections["Collection"].hide_viewport = False

But the variable that we need in local does not have it.
Manually, in the interface, it is simple to do, as seen in the image

The final question is: "Is there any way to edit via python, the visibility of the collections locally to the viewport?"

We have been reviewing it and we have realized that the problem was in the context overwrite. Although we have already done this, we did it by selecting the wrong area
ctx_override = context.copy()
ctx_override['area'] = get_area(context, 'VIEW_3D')

The function get_area (…) returned the area of the viewport in which to make the changes, but did not select the correct viewport, since having two in the interface always takes the first one located in the vector, which was a viewport with local visibility of collections deactivated.
Now we differentiate the viewports by their width to make the changes in the correct viewport


text:
Render problem with GPU compute RX480
It seems that I have a problem with my rendering with cycles :
When I select GPU Compute, rendering becomes very laggy, everything is delayed, it's not possible to work with, also on basics scenes.
When I switch to CPU everything comes instant and really working well. No delay, no lag or everything.
I'm using 4690k and AMD RX480.
I just updated my AMD drivers.
Any idea of from where this problem comes from?

Have you set the cycles compute device in the Blender Preferences?

Hi, yes of course :)


text:
Mix Shader, Principled Shader and Image
This is going to be a bit hard to describe, but I'll give it a go.
I basically tried the "Layer Texture Paint" tactic by having a mix shader with two Principled Shaders with textures (Color, Roughness and Normal) on both ends and an image texture on the FAC. Now, here is the tricky part, on one of the ends of the Mix Shader, there is another Mix Shader with two Principled Shaders with textures and an Image Texture as the FAC.
At the other end of the Mix Shader (first One), there is a Principled Shader, but when I connect that principled shader to an Image Textures, the material breaks and goes all that error pink.

The main problem is on the node on the top(Also, the Diffuse shader was later replaced with the principled shader, both come out with the same problem) This picture shows it WORKING, without the image texture connected. The image texture is next to the diffuse shader.

It would be helpful if you could post a screenshot of your node setup.

@RobertGützkow done

Since this only happens when the Image Texture node is connected, could it be that the location of the image changed and the path is invalid?

Nope! I basically re-downloaded all the images and put them all in one file, then I proceeded to replace every image node. But that didn’t solve a thing

@RobertGützkow Any other ideas?


text:
array modifier and object offset
Is there a way to generate an array object in exactly the same location as the original as per the following YouTube video (around 4:00), to enable me to rotate it 90 degrees around the empty and snap it to the original at the edges?
https://www.youtube.com/watch?v=emT-CL957HE
I am not sure how he did it in the video - here is my file - img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=880" />](https://blend-exchange.giantcowfilms.com/b/880/)
THanks

The principle outlined in the video is the following:

Create a plane (shift+a mesh > plane) with default size/radius 1 and place it at 0, 0, 0
Create an empty (shift+a empty) and change its coordinates to -1, 0, 1
Select the plane
Add an array modifier
In the modifier settings, select Object offset and in the field below select the Empty (just like in the video)
Increase the count of the modifier to 4 and voilà
If you want to move your mesh around, either move it with the empty or hit Apply in the array modifier and the mesh will be independent from the empty but also you cannot modify the array modifier anymore.

Now there is a mirror modifier for some reason there. So before Step 3, add a mirror modifier and you will see no change. You have to go in edit mode and move the vertices to the right (or left), then you will see the mirror double. I didn't follow the tutorial so I don't know why he's doing this.
Simple technique, but it's really far from being intuitive ! Thank you for the video, I learnt what this object offset is all about. You can make all sorts of patterned shapes like cogwheels with this.

Thanks for your help. He actually started with a cube and then deleted all the other faces, not really sure why he didn't start with a plane. Anyway, I realise my mistake was that I didn't snap my cursor to selected and make sure the origin of my cube was at the center of the grid etc, so when I did the rotation of the empty, the planes were out of alignment. Thanks again.

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


text:
Project individual elements on the surface of other objects
When I try to project the blue item onto the shoe from top view by pressing G then Ctrl and Mouse-click, the blue item gets distorted. Any idea why and how to fix it? I have tried turning snap on and off but didn't work.

ShrinkWrap modifier seems to be working quite well on my end.

You geometry is quite uneven though, some triangles, very long and narrow faces with and slightly twisted topology may be screwing up your shape. Improving that may yield better results.

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


text:
array modifier - gap even without offset applied
Does anyone know why there is a big gap between the array objects even though relative offset is set as 1? I have checked the scale etc but can't figure it out.
Thanks

Object's Bounding Box
There's a lonley vertex who is altering your object's bounding box size.

The size of the geometry bounding box is what the array modifier takes into account for shifting the object with "Relative Offset" option enabled.
Just get rid of it and all should works fine.


text:
Problem with curve modifier
When I am in Edit mode, the curve modifier doesn't work but
when I go to Object mode, the curve modifier works but the object (the rail) moves to the left.
Any ideas?
Thanks.
Here is the file:

The Curve modifier works in Edit mode but it doesn't show the results of its work in that interaction mode. To show them use Adjust edit cage to modifier's result, see interface of modifiers

It's because the mesh and the curve haven't got the same origin point. Select the curve, press Shift+S-->Cursor to Selected. Then select your mesh and press Shift+S-->Selection to Cursor.


text:
LoopTools Bridge not working
I tried to join the two selected loops by pressing W and LoopTools and selecting Bridge but it came out distorted. Please see attached .blend file.

Generally, it would be helpful to see screenshots of what was wrong aside from link to .blend in your questions. The problem was with flipped normals. If you recalculated normals before bridging it would work as expected even with LoopTools.

No, that was the first thing I checked. Flip normal, recalculate normal doesn't change the outcome. Anyway, I used the method suggested by Cegaton and it worked.

I don't know what you checked, in the file you uploaded this worked perfectly because as I wrote some of the normals were flipped. Flipping them is not the best way, it's best to recalculate them first. Make sure to select adjacent faces, and then using Ctrl+N.


text:
knife tool not working
I am learning how to use the Knife tool and it's not working for me. I try to make a straight line by clicking on two points with Left mouse button, but the second time I click it, the line disappears.
I am trying to cut a diagonal line in the small box on right.
Please find attached blend file.
I tried to attach a Blender Screencast but it doesn't allow me to upload avi files, could you please tell me how to do it?
PS While you are at it, could you please check why my vertex snap (or any snap for that matter) is not working when holding down the Ctrl key? I am following a video tutorial and it's supposed to snap at all the corners, but it's only snapping in one or two places.
Thanks

The reason why your knife tool is not working is due to the fact that you have multiple polygons on top the same surface area. What I did was ... I made sure I "removed doubles" by hitting the W key and chose "remove doubles". After which the knife tool works.
As for your screencast, the site blender.stackexchange will only accept .gif files. You can use Screen 2 Gif software to capture the gif but it has to be below 2mb , if you want to upload via stackexchange's internal upload interface. Or else you would have to upload your gif to an external site and add the link to your post.

I tried uploading gif via stackexchange but it says "you can't upload files of this type".

Can you elaborate on why multiple polygons prevent the knife tool from working?

@Kyle Delaney  When there are multiple polygon, the slice tool is only able to detect one polygon at a time. You may be slicing one of the many polygon overlayed and have the edges not showing up on screen since it's masked by the other polygon recognised by the graphic cards to be display on top of the one you just sliced!!! Which of cos is a problem.

For me the answer was to follow this procedure:

K to select knife
C to constrain direction
Z to toggle on cut action
LMB to confirm position
ENTER to make cut

I 've discovered that having the View End option very high like 99999997952 m will cause Knife Tool to not work. When I put a normal value, then it works fine.

I was trying to cut out the inner radius of a torus and keep the outer radius, but evidently, in between each square face I had to hold down Shift + LMB to place a cut in between each cross-sectional edge. Then just use LMB to add a cut on the cross-sectional vertices.

You might be better off just selecting the inner radius loop, and  'V' .. ripping it?


text:
Objects disappear when adding boolean modifier
I am following an example from a book using Boolean modifier to cut hole in an object. I have two 3D objects overlapping and when I apply "difference" operation, the first object disappears. It's only one edge of the first object that's causing this problem- when I move the second object to other edges it works.
I am very new to Blender, is there anyway I can attach my Blender file for all to see?
Thank you

the most common pitfalls for boolean problems are, in my experience: using objects without any depth, normals not outside on both objects, negative scale that make normals seem outside while thay are inside...

This is the file, can someone please have a look and see why the cabin disappears when the Boolean modifier is added to the cabin and cube on RHS.


text:
I can't view the waveform in video sequencer
I was working on an animation in Blender, and after that, the button for visualizing the waveform from a mp3 audio disappears. Does anyone know the solution to this problem?
Here are some images:

I also opened an older file with mp3 audio. The waveform was still visible, but there was no button to activate it.
Thank you all!


text:
Moving edge along axies while viewing through camera becomes impossible
I am blocking out geometry for image projection, directly imported from fSpy, meaning I must regularly snap to the camera viewpoint (Num 0) in order to align my geometry to the image features.

So far so great, especially with the snap and merge features of Blender 3.6, however, when I started working on the details of these windows, I subdivided the plane, and I want to take that new edge and precisely align it to an edge feature in the image, so, as with everything else I've modeled so far, I select the edge, then G, X and I move my mouse horizontally across the viewport in the opposite direction that I want to move it, aligned to the X axis.
However, instead of moving as expected, it crawls slowly, which is not ideal, but would otherwise still be fine since I can continue my cursor across the entire width of the viewport, "overflowing" it multiple times. However, past about the second overflow, the movement becomes even more granular, but more disconcertingly, Blender seemingly starts taking the absolute value of my mouse's X movement in the direction I originally started moving the mouse, meaning no matter what direction I take my mouse now, it will move in no meaningful way, making it impossible to align the edge.
Note, that the context under which I made this particular edge seems to matter little. What does matter is the distance of the edge relative to the camera. The only areas where this issue generally arises is anywhere close to the literal edge of the camera viewpoint window (closer to the camera).
This whole thing feels related to the "slow navigation zoom" issue as asked on here already, but some of that advice has either done nothing or does not apply to me. For instance:

This answer describes details about the slow navigation and how to "reset" its origin (Num .). Pressing that while selecting the edge makes no difference. Their other advice to just not use the camera viewpoint I cannot take, as that's literally the whole basis of modeling for this project.

This additional answer lists more of similar solutions, all of which I have tried, with the same primary caveat for my use, but I do want to point out I have Auto Depth enabled in preferences.B

EDIT: Per request in comments below, here is the blend file link.

Since you seem to have checked all possible solutions it is hard to tell what is going on there. Maybe something trivial like the scale of the object is not applied (although I don't think it's that). Probably you have to upload the file on https://blend-exchange.com so we can investigate it.

Something weird like a camera with a negative scale... can you share?

I have edited my post to include the blend file link. @RobinBetts


text:
How do I make a bezier curve to be more linear?
I'm trying to make a simple bezier curve that is just a 90 degree drop from one vertex to another, but I keep getting this. Is there any way to fix this curl and just make it straight?

You can change the Handle Type to Vector or Free. These two handle types allow you to manipulate each handle independently.
You can do that by selecting the handle and clicking V and selecting the handle type from the list.


text:
How to bind the channel of rotation of the object to the position channel of another object?
It is imperative for me to use the rotation channel along the x axis to smoothly change the position of the Empty object along the z axis. I tried to do this by using Object Constraint Transformation, but failed in its settings. The empty does not act as wanted.
Can someone help me with an example?
Thank you in advance!

What do you mean when you say, "Empty does not act as required?" Do you mean that parenting the object to the empty, and animating the empty is not working?

This can rather easily be achieved by using simple drivers.
I'd recommend watching this video series. The first video explains pretty good how it works.
Here is a quick recording i did, showing how to do what you're asking.
Steps:

Select Empty, on transforms add a driver on Z Location.
In the input variables select the cube as input.
Change the type to X Rotation. Your Empty should now move along it's Z-axis when the cube is rotating around its X-axis
If you want to inverse the input, you can simply change the Expression from "var + 1" to "var * -1". (Multiplying something by negative 1 simply inverts its value)

Edit: And if you want to do it with a constraint, this setup seems to work for me:
Gifycat showing it.

Don't know too much about how the Transformation constraint works, so can't really explain well why this work but it works. If you want to invert the axis just swap around the 90 and -90 on X rotation.

Sorry for the delay in answering!
I made a short video to show that I need to ensure that when turning the object Zag_1_Rotation_Frame, the Empty object moves down a bit. This is to simulate a fake tube stretching down.
https://youtu.be/MyOQWRJIe0Y
To this Empty object using the Hook modifier, I attached the midpoints of the spline tubes.

After a little thought, I realized that it was necessary to make a connection not with Zag_1_Rotation_Frame x axis rotation, but with the object Empty.002 position (maybe with z axis loc), because it exactly most accurately displayed the movement of the tail of hydraulic cylinder.
I have already tried the Transform modifier and the control through the drivers, but still nothing works for me. I definitely don’t understand something, or am doing something wrong, since I have only been working in Blender for a couple of months. And, obviously, for the time being I just don’t realize much.

I uploaded a sample of the scene, removing everything unnecessary on the Google disk. Maybe someone will help me and try to animate this thing as I intended? I will be grateful.
https://drive.google.com/open?id=1qN0IG4UyuAGQaMS2k94Y7vCrMwwHvQKm

@ИгорьКачанов Quick video here. Changing the Min/Max of the Z Loc will change how much up and down your empty travels. Settig it to a lov number means it only goes a bit up and down, setting it to a higher means the empty can go further up/down.
Here's the blend file

After long attempts and alterations, I managed to make settings that, let's say ... satisfied me.
Made a small video for demonstration.

authors: Игорь Качанов


text:
Removing the arms/legs from a mixamo model
I'm quite new to blender so I don't know how tricky this may or may not be.
I'm trying to specifically remove the arms/legs from a Mixamo model. I've tried going into edit mode and deleting vertices, but I thought that would be too tedious given that they are all together.
I also tried moving the pose to a different position before going into edit mode, but the pose gets reset in edit mode as well. Any tips/hints?

You can essentially get rid of the arms by adding a cube, scaling the cube over the part of the model that you don't want, and adding a boolean modifier to that cube. In the boolean settings, make sure that the boolean operation is set to difference. (It should be the default). Finally, set the object that it removes mesh from to your model. Now apply the modifier.


text:
how to export each animation separately into gLTF 2.0?
I am making a game with godot game engine(3d game), but my friend who is responsible of modeling and animating made all the animation in one blender file.

Now to continue working, how do I export each one of these animation separately in gLTF 2.0 format?

From the glTF addon docs:

glTF allows multiple animations per file, with animations targeted to particular objects at time of export. To ensure that an animation is included, either (a) make it the active Action on the object, (b) create a single-strip NLA track, or (c) stash the action.

You will need to create the NLA track or stash the action on each armature that you want that action to be available for, unless Godot has some ways of re-assigning the animations later.


text:
Why does my cloth simulation fall even though it shouldn't?
I followed the instructions in this video exactly, but still I get this result.
Here are my ncolth settings

The collision settings are set as default.
Here is the result which is unsatisfactory.

How can i share the file?

You can share it here Blend-Exchange, check if my answer helps first though

Increase Physics Properties > Collision > Softbody And Cloth > Friction value for bed (mattress) object.

While friction would slow or stop the cloth from falling, i wonder if it's not a case of empty pin group.

I tried simple cube with a plane on top of that, with just a decent move on side (over an edge) and it felt down with default setup quickly (even faster with dense topo).

I changed the friction to max and it worked. It stopped falling. Thanks


text:
Blender Reflection Plane Subsurface Lighting? (3.0.1) (Eevee)

Hi, I'm trying to get these lamps to show their subsurface lighting in the reflections. How do I do this? I was also trying to get a mirror to reflect into the window reflections, however it just shows up as gray in the reflection. How can I do this? I'm using Blender 3.0.1 in Eevee.
Also, if I do the opposite, and set Light Threshold to a low value, it does this:

How can I fix this?
Thanks!

Do you mean subsurface or transmission?

I'm fairly certain I mean subsurface, how the material lets light through it. There is no transmission applied to the material.

Subsurface allows light to "penetrate" a surface a certain distance (governed both by the subsurface depth and the RGB radius values) and "bounce around", illuminating areas and spreading colors before ultimately bouncing back out. The best example I think of is shining a flashlight through your hand - your hand will glow red but will have a hard time illuminating anything. Transmission, on the other hand, is more like a slider on how much light passes straight through a surface (bent only by the objects refraction, but not scattered within). Try using some transmission.

That didn't do anything unfortunately.

The lamp reflections in the windows are still unlit.

@ChristopherBennett Any ideas then?

Hey - sorry, I was out for the day. It's hard to tell without seeing your project - there are a lot of variables to consider - distance from light to reflective surface - brightness of light source - thickness of lamp material - subsurface, transmission, alpha, etc... I will add, though that when I render something like a lampshade - I use an emission texture - there are some situations where you might want an ultra-realistic transmission of light, but a lamp simply conveys direct light - there is no real "detail" to it - you don't have to focus on recreating it super accurately.

@ChristopherBennett Yeah. It works with emission, but I want it to with this. It's the light source inside of the lamp, making the lamp glow. I just want to have the lamp glow in the glass.


text:
glove: proper way to create/apply It to an hand?
I made a particular kind of glove for this hand, I archived this using a shrinkwarp and solidify modifier

But this works well if the glove goes not on the "fingers" part of the hand!

as a shrinkwarp modifier, It does what It is suppoused to, so It refers to the mesh Itself and not the form "finger" or "palm"
Am I building these gloves in the wrong way? suggestions?
It works sufficiently well only when the hand is open but I get these kinda bad points:

Attack the blend file, It's a little a mess and middle italian/english but e.thing is in the armature parent ^^

problem solved applying the modifiers in advice!

Cool looking model.  I'd just apply the subsurf + shrinkwrap modifier and maybe delete the hand mesh that's underneath the glove.  Unless you plan on having the character unwrap the glove in a scene.

Applying the modifiers before moving the armature works perfectly! Problem solved!!! :D


text:
how to avoid building blocks onto cell fracture?
I'm breaking a sphere and using the cell_fracture add-on to break into pieces but when fracturing:

buiding blocks don't dissapear...
How to avoid these blocks to remain after the simulation?

EDIT:
Applying scale and rotation CTRLA don't solve the problem..

If you mean that you'd like to make sphere continue being sphere after fractured then try applying scale via Ctrl+A menu. See http://blender.stackexchange.com/questions/7298/why-is-it-important-to-apply-transformation

it didn't solve the problem.. but I found out why this was happening: normals! The affects the 'breaking side' ;)

It solved problem for me. Applying scale (which in case of this sphere is negative) flipped normals and set scale to 1. After recalculating them I got correct fractures. This allowed normals of sphere to be pointing correctly (outside).

You are illuminating me..! I missed the  negative scale! After all.. they are synonymous I suppose :)

I'd say the scale > normals > fractures are cause and consequence.

Normals influence the breaking side.
Flipping normals to the inside SHIFTCTRLN solves the problem!
(in edit-mode before launching the cell-fracture add-on)


text:
IK not working for legs, where am I wrong?
I'm stuck in this armature creation where IK works pretty well for harms but knees don't curve as they should.. I set same but something is not working..

The legs need a bend in their default position.  Select the armature, go into Edit Mode, and push the knees forward a tad.  Here's what it should look like after that.

Also, consider reducing the leg IK chain length to 2.  This will make the bending more predictable.


text:
Problems with Weight Transfer to Shirt Objects

I have a shirt draped on a human body. The shirt appears fine in the texture mode with the texture applied, but it appears totally black in the solid view and the edit view. I tried recalculating and flipping the normals. That did not help. Scale and rotation are applied on the object, so no problem there as well. This is problem number one.
Problem number two occurred when I was trying to transfer weights of the armature from human body to the shirt on the body. I tried to transfer weights and I could not see that happening on the shirt. The shirt stays still when I move the arms or body.
Here is the .blend file

Unfortunately images aren't packed into the file, but in the file GLSL shadiing mode along with Textured Solid option are turned on. This means textures will be shown when in Solid mode too. Probably that means you see black texture in your case.

Thanks, will look into it. Texture is not so important for me at this point, but rigging cloth is. Can you please see what can be done to transfer weights from body to shirt?

Problem with texture was included as a part of the question. I'd like to mention that you'll likely get more clear answers if asking one question per time. You can link one to another if that helps providing context.

In solid mode, Only the viewport color is taken into consideration.
The viewport color has no effect on the textures or final render output.
It's use and purpose is purely for differentiating objects from one
another in a crowded scene, when using "solid" mode rendering in the
viewport.

Actually, I see the behaviour a little random here. I saved the file and then reopened to see the file opening fine, with the object not appearing black in the solid mode. I need to check again why exactly this is happening.

Okay here is the problem. I am trying to transfer weights from body to the shirt for the underlying armature. So I am first selecting the shirt and then the body armature and I'm doing Set Parent to - Armature Deform - With Empty Groups and then I deselect everything, Select the body, and the shirt and go to the weight painting mode. Now I see the shirt all black. When I click transfer weights, I see nothing happening. If I save it and reopen the file, I dont see the blackness anymore but weights get assigned randomly to the shirt and the movement is not as expected.

Would it be fine if you upload the .blend file so we can reproduce the problem described?

Here is the blend file.

@Sum-Al you should add the link on your original post, and probably change you title to "Problems with Transfering Weights to Shirt Object". I do not have enough experience with the problem you are encountering ... you will have to wait for someone who has some clue to what is happening here.

This is to be expected. Textures do not show unless you are in textured or viewport render. you can can check by switching to viewport render by pressing Shift+Z at any time to see your results
You'll also want to ensue that you have adequate lighting in your scene.


text:
I want to unify the x-axis of the selected face edge vertices to the minimum value x-axis
I want to unify all the duplicates created with repeat zone to the min value of the x axis

I tried moving it using set position.
Selection could control the minimum x vector of each replicated mesh by selection.

I sent the minimum value of the x-axis of the mesh before duplication to the selected x-axis with set position, but there was no change in the x-axis.

I feel like I can manipulate it if I can access each replicated mesh with a for statement called repeat zone, but I don't know how to express it in geometry node.
Maybe give each replicated mesh an index or ID?
I'm sorry, but please tell me who

Do I understand you correctly: You want, for each duplicate, to select the vertices with minimum $x$ within this duplicate (the leftmost vertices), and move them all to the "global" (common to all duplicates) minimum $x$?

yes. that's right.

Since the repeat zone doesn't change what is the leftmost part, you can store the selection early on, before you pass the geo to the repeat zone. After the repeat zone you can use this selection to move all vertices of it to their current $yz$ (don't change them), but nullify (multiply by 0) the $x$ component and then use (add to 0) the minimum found in Attribute Statistic node:

Thank you, that's what I was looking for.
It would be a good idea to set the x vector to 0 and add the minimum x-axis value.
Thank you for teaching me the techniques that made node work so neat.
As a side note, is it possible to assign an index or ID to each mesh of a repeat zone node?
As far as I can think, if you convert the mesh to an instance once, you can control it on each instance.
With mesh, it is not possible to assign idnex or id to each mesh one by one, because mesh can only assign indexes to vertices and edges.
Do you agree with this understanding?

@vectorman Let's start with... What is a "Mesh"? In Blender, "Mesh" is a type of an object and also the data of that object. Modifiers, including Geonodes, modify this data. So you have a single mesh. What it seems you mean by "Mesh" is the geometry you pass to the repeat zone. It seems there are no disconnected elements within one "Mesh" as you call it, so you can simply use the "Mesh Island" node to tell them apart.

Thank you for your kindness.
I was able to understand it very well.
If you want to operate individual meshes, you can use the mesh island node index.
I will continue to study CG more deeply.


text:
Trying to rig a model, and parts are being stretched when moved
I'm trying to rig my first model and when I move the fingers, they stretch to an insane amount,

As we see in your picture you've scaled your armature, you need to apply the scale with a CtrlA in Object mode.

You need to do that in Object mode.

Thanks i've added the precision


text:
Is there a way to make very close vertices from different objects move together when posing?
I have part of a mesh that I separated to be its own object, but now when I move the bones in my armature I can see where the meshes split apart leaving a gap. This is an issue I didn't have before splitting the mesh.
Since both meshes have vertices still touching where the split happened, I'm wondering if there's any way to sort of make those touching vertices weld together so to speak, while keeping the objects as separate objects.
The reason I'm doing this is because I want to be able to swap out the limbs I separated for other ones to make a modular model.
Hopefully this makes sense. Thanks!
Blender File:

i think it should work if the vertices are assigned to the same vertex groups with the exact same weight, but maybe share your file (or this part of your object) so that we can test? https://blend-exchange.com/

Thanks for the tips, follow up question: How can I make sure that they are assigned to the same group with the same weight?

you can do that with the N panel but maybe share your file?

I think that did it actually! Kind of a drag to do it for each vertex but it works, thanks so much!

I did put up the blend file though in case anyone comes up with a faster way to fixing this sort of thing though

If you need to separate the parts for some reason, you should have separate after parenting With Automatic Weights so that both the 2 edge loops (the one of the body and the one of the leg) are assigned to the same vertex groups with the same weights.
To fix the problem, first join the body to the legs (not sure why you've split the different parts but you can separate them again later), then in Edit mode select the body with L and move it upwards (on Z only) so that you can easily select the vertices that are on the edge loops on both parts, body and leg. Then select the edge loop of the body and remove from all groups:

Now, select one vertex of the body edge loops (1), shift select its corresponding body vertex (2), open the N panel and under Vertex Weights press the Copy button in order to assign the same vertex groups with the same weights to vertex 1:

Now move the body down until the vertices overlap, separate the body if you prefer to have separate pieces again (with L and P), and move the bones to test, it sould work.
Another way: Once you've joined the parts, select the body edge loop, activate the Snap to Vertex and Auto Merge options, move the body edge loop until it snaps to the leg edge loop, deactivate the Snap to Vertex and Auto Merge options, press V to rip, now the body edge loop has the same weights as the leg edge loop.

Thanks for this detailed look! I still have to go through each vertex pair manually right? There's no way to sort of copy the weight from 1 look to another based on vertex proximity? The way that you can merge vertices by distance for example.

You could duplicate the body edge loop, and snap the leg edge loop to the body edge loop, the leg vertices will be replaced by the body ones, it's even faster than the solution I show, and maybe there are some other more elegant solutions. Actually if you've ripped the edge loop to create 2 parts, the 2 edge loops should be set the exact same way

Ah that makes sense, so if I merge the loops and then split them, they should have the same weights basically? That might be the best practice moving forward. I think I "broke" it when I re-calculated weights after splitting it, but I can re-merge them and then split them again.

Yes you can merge and separate, see my edit


text:
Problem with export all animation to glb
I followed a shuffle card animation in this youtube https://www.youtube.com/watch?v=0JnmWfWuMDw&t=3s. However, when I want to export the model into glb, some animation not showing up. I have researched many ways but still not working. I would really appreciate if anyone has any idea. Thank you so much!
P/s: I think there is a problem with apply modifier but I have ticked to apply modifier in the export but still not work. The card not show the curve at all. As in pic 1, the card support to be curve like the pic 2 but it's just flat.

Blender's modifiers will only work in Blender which is why there's an option to apply them before exporting. Unfortunately that will stop the animation exporting in this case because bending the cards depends on keyframes applied to Blender's Deform modifiers.

I've just known that by now. Been searching for solution for a while. Thank you very much for your clarification!


text:
Flatten mesh from uv's to retopo in blender 2.8
I am trying to flatten by uv's a mesh that I can retopologize then morph back the retopo. The reason is I have a marvelous designer model with lots of folds, I spoke with an artist that uses 3ds max, but I am not going to go use that. I found a the tool he used in max called textool which was ported over to blender 2.79 and then someone make it work for blender 2.8. it does in fact flatten the mesh from uv's which uses a shape blend. I tried using retopoflow alpha I have but that won't work since the mesh is in this weird shape blend state. I could make it work using poly build but then the full problem is how to morph it back into its orignal mesh state.
Let me know what I might be able to do.
I did find this script on this site, but it doesn't seem to help this issue.
Unwrap morph project.
here are some other things I found video on Creating Mesh from uv layout in blender(easy), this gets me there manually if i want to flatten to uv's which is fine, but the I need to morph back so. I found this Video on Blender 2.8 Shapekeys and morphing problem is trying to some how morph back the retopo.
if your puzzled what I am trying to do and don't mind looking at a maya video, this guy, Retopo geometry for animation, marvelous designer

Wow, I cannot express how long I've been searching on the internet for this exact question. I see that it's been 3 years since this posting. I hope that you receive this notification- have you made any further progress, or have you found any additional "hacks" or possibly tutorials to walk through this process? I'm trying to create something eerily similar to what you outlined in your video through Maya (I'm also animating shorts), only in my case importing a CLO 3D file (same complicated mesh) & using in blender. I'm about to delve into understanding your "answer" in more detail.

Wow so i got it, a bit weird process but I got it. you first have to use tex tools to flatten it. after that, you duplicate the flatten mesh. then delete shapekeys on flatten mesh of the duplicated version. then export the duplicated mesh. as i think obj might have been fbx. but point is it has to have shading on it. so reimport it. then on the new imported add a shapekey from the flattened uv version. so it blends back onto the mesh. then on the new imported version with shading. retopo on it. i used retopoflow alpha but you can use your choice of retopo workflow. after i applied on the retopoflow modifers. then added shrinkwrap on the retopo. then i just used the shape keys to put it back on mesh. then you can apply the shrinkwrap i believe then export from there.


text:
How to achieve random distance, rotation between copies with array and curve modifier?
I'm doing a crown, and I put the thorns on the stem with an array and curve modifier. I'd like to have the thorns to have non uniform distance and rotation around the stem.

How can this be achieved?
Thanks!

Array Modifier is good at uniformity, if you want randomness use a particle system instead

Can you elaborate how? @DuarteFarrajotaRamos I've tried with particle system with no luck. Maybe I did something wrong

https://blender.stackexchange.com/questions/57360/would-this-spiky-hair-be-doable-using-particles-system/57362#57362 https://blender.stackexchange.com/questions/113973/place-spawn-objects-along-curve-with-randomized-scale-and-rotation/113989#113989 https://blender.stackexchange.com/questions/86844/how-can-i-distribute-various-objects-based-on-their-size/86850#86850

@DuarteFarrajotaRamos Cheers mate!

@DuarteFarrajotaRamos I've tried with the particle system, I could manage to have the particles to follow the curve, but it seems it does not have any effect on the position of the thorns, it is still going with the array order. The particles are just hanging around the duplicated objects proximity. See picture
Any ideas what I'm doing wrong?

@DuarteFarrajotaRamos OK I realised I can't have a particle system assigned to a bezier curve, I have a mesh plus a particle instance, BUT I only see the proper setup of my objects spreaded out according to the particle positions in EDIT mode only, when I'm on object mode it is a mess. It is a bug?

@DuarteFarrajotaRamos I forgot to disable the array modifier, however the overall result is far from optimal with the particle modifier. The thorns are not aligned to the normals of the faces, and I couldn't really find the way to set the proper position of the copied thorns relative to the particle position. And because it's only working with a mesh and not with a curve, In the end I find the original curve/array method a more suitable execution, well at least in this case. The only downside is the slight deformation of some thorns, which I still have to figure how to get rid of.


text:
How to make objects as particles face object normals?
I have a collection of objects (2 thorns)
They are used as particles (hair) on a mesh object (thorn crown)
It would be better to have it as a curve, but as far as I know, particle systems don't work with curves.

How can I make multiple objects such as these thorns appear in random order,
size, and not in Groups? (The objects are not separate, always appear
in pairs)
How can I make the thorns face outwards in alignment with the
object's normals?

Thanks!

any reason you're not using Geometry Nodes? it's much easier.

@HarryMcKenzie Can you show how to do this with geometry nodes? thx

It's actually easier to do in Geometry Nodes. In this example I have this simple setup with a Bezier circle to which I add a Geometry Nodes modifier and use a Thorn object as the instance.

And then use this node setup:

You can also use the Collection Info node to have more random instances. Here we have two (2) thorn instances:

Awesome! Thanks! I'll jump into this and start learning it. :)

np! i forgot to let you know that there is also the Collection Info node, you can use for more than 1 instance. here you can use 2 or more thorns in the same collection. see update.

Thanks! So, I'm a bit stuck. Did it like yours, but my thorns go through the stem. And is it possible to orient them along the stem's longitudinal axis as they have an elongated shape like real thorns? If they are rotated their bases kind of hang off. See picture.
Also, the stem and the thorns have subdiv and solidify mods on them as it will be 3d printed.

you have 4 of those curve objects entangled right? each obj needs its own geometry node modifier. and make sure the origin is at the base of the thorn. oh and looks like mqbaka mqbaka has posted a supplementary answer to help u fix ur problem

Thanks. It's seems like more than 1 curve but it's just one continuous curve. I rotated them according to mqbaka's suggestion but the thorns are still going through the stem like right in the center

ah cool. but in your pic i see that the origin (orange dot) is in the center of the thorn instead of the base.

You're absolutely right! Now it's base in on the stem! :) Do you have a solution for the longitudinal orientation (z axis rotation)? Also, the stem is starting from thick to thin so my goal is to have the thorn objects reduce in size as they grow in different parts of the wide/narrow part of the stem. Thanks!!!

As @HaryMcKenzie stated in his answer, Geometry Nodes is best for this kind of thing but I still want to point out a way to correct your setup.
For some reason, Blender has always aligned the Y-axis with the face normal when rendering an object as particle wich leads to a result like in your setup here where the spikes are leaning on the surface.
To correct that, just tab to edit mode and rotate your spikes on the X-axis by -90degrees with R X -90. Or you can rotate them in object mode by the same amount and then apply the rotation.
If your spikes look like this (pointing to the positive Y direction) :
,
then they should look fine on the model :

Just don't forget to apply the rotation if you rotated them in object mode.
For the collection part, you just have to uncheck Whole Collection (which tells Blender to use the whole collection as on strand of hair) and check Pick Random (which tells Blender to pick one object from the collection each time):

The Use Count option allows you to specify how often each object of the collection should be picked.


text:
Color disappears after changing render engine from Blender internal to Cycles
I am importing a colored .ply file, which is basically an output of a 3D scan. When I import it in Blender internal, and tick the checkbox "Textured Solid" in the menu, the color shows up on the 3D model. No issues so far. Now when I change it to Cycles, I am not able to see the colors. Colors on the object change to the default grey.
I have checked the following questions which were previously asked:
Textures disappear when the rendering engine is switched to cycles
Textures and colors not imported from OBJ file when using Cycles render
They talk about plug-in which converts materials or textures added in Blender Internal to be compatible with Cycles. But in my case, there are no materials that I am adding. The texture associated with .ply is not shown in the materials or texture section. I am not using any UV maps also. So, I am not able to figure out how to turn on the texture associated with the ply file in the Cycles Render. There is no .mtl kind of a material file with .ply

Have you tried importing into cycles directly?

Yes. Nothing changes. It is all grey.

In the materials panel, go to the Options section, and set the checkbox for Vertex Color Paint.

My materials panel looks like this
https://drive.google.com/file/d/0B_NsSAqhnSwRYkctX0U2XzFQQk0/view?usp=sharing
Can't really see options section or anything of that sorts

Add a material, then it should show up.

Got it. Thanks for the help. Figured it out.

Don't forget to accept the answer, if it helped ;-) @RickRiggs, Adding that detail to you answer would be really helpful


text:
How to mask mesh using an object
I am running a cloth simulation on a human avatar. I want to hide the human mesh that is underneath the cloth and not the entire human mesh. Is it possible to do something like this using the modifiers available?
Ideal scenario would be to hide/delete the human mesh points under the cloth. But if this is achievable just in the final render, that will also serve the purpose.
How to use a mesh to reveal an object
This link seems relevant but here, the cube is made invisible.Also, I'm not looking for an animation, but more like a static change.

Have you looked at the Mask Modifier and vertex groups yet? I thought this was a simple method before, and saw it in use on the Sintel stuff.

Yes I did. I used the difference option in mask modifier but couldn't get the desired result.


text:
Using higher subsurface modifier values
I found this nice playlist of general tips. Particularly I am interested in the first video.
You can clearly see, at about 1:50 that the author is using a value of five in his subsurface modifier. I can only go as up as 6 though, and as a result my shape is not that much smooth.

Is it something on my end, and if yes, how can I make this shape completely smooth?

Can we see the wireframe of your model? Have you enabled Smooth shading? (Tool Shelf-->Tools-->Edit panel-->Smooth)

Yes I have enabled smooth shading, by clicking the Smooth instead of Flat from the button on the left as can be seen from the image above. I am not sure if the wireframe will be of any help as there are simply too many white lines close to each other to make anything out.

See http://blender.stackexchange.com/q/2832/599. That said, I suspect the issue in your case is caused by this. Generally you rarely need more than 3 or so subsurf levels.

No problem zeffi. I also added the blend file, thanks for the link. It is a little bit modified though. In any case I just changed the texture values a little bit.

@gandalf3 I did not know that. It seems that it indeed makes the shape a little bit more smooth. Since this has an answer, should I delete the whole question or would it be of interest for it to have an answer and remain?

Could you explain this a little bit further. Why should I apply the modifiers?

to look at the underlying geometry.. even if you don't intend to apply the modifiers in your day-to-day usage. it's just a way to inspect what's going on

Ok I think I got it now.

Yes, you can use higher subsurf levels by typing the values directly, rather than using the slider.
See How can I set sliders to values outside the limits allowed by their slider?
However in this case it looks like the bumpiness is more likely to have been caused by something like this:
Weird deformation between large ngon and edge ring
To fix it, try adding some supporting geometry.


text:
Dyntopo ruptured and torn topology
I have these ruptured holes everywhere in my sculpt (picture is after smoothing to really emphasize issue, the are very very small otherwise).

I've tried filling them with faces, removing double vertexes and re-sculpting these areas but they keep popping up in a myriad of places, causing distorted baking to low poly version:

It looks like a double sided mesh from edit mode, but I can't figure out how it happened or how I would go about to fix it. This is roughly 5 hours of work, I really don't want to lose it.

Turns out I have a doubled mesh (in some parts) with opposite normals. I've tried recalculating them but it doesn't work; manually would take hours on hours.
Any ideas?

I already did this, as stated in my original post. The vertexes aren't identical.

Can you provide a part of the problem mesh at blend-exchange ? The problem could be in somehow duplicating the mesh which was later partially intersecting with the original one; removing doubles then partially connected them with each other.


text:
Why does the rotation of my keyframes not get saved?
So, I'm new to Blender and currently working on my second ever turnaround of a low-poly model.
I've selected the object, set a keyframe range from 1 to 100.
Added one rotation keyframe on frame 1 and one on frame 100, set their interpolation to linear.
I'm trying to get the object to make one full turn by setting Z to 360° on frame 100.
But! After I enter the 360° (or anything, for that matter) and move away from the keyframe, it goes back to the default 0°.
Does anyone know what the problem here is and how I can get the rotation to stay like I put it?

Cannot reproduce.  Can you provide file and exact steps to follow along?  Probably not directly related to your question, but you're walking awfully close to gimbal lock here.

Maybe this is it: are you keyframing at 100 before changing the rotation?  You need to change the rotation before keyframing.  The keyframe registers the rotation you have set.  Changing the rotation afterwards doesn't change the keyframed rotation.
Move to 100, rotate, keyframe, that order.

@Nathan that was it!! i set the keyframe and then changed the rotation - now i tried changing the rotation first and then creating the keyframe, which works. thank you!


text:
Can’t sculpt suddenly
I was happily sculpting away yesterday but when I opened blender today I couldn’t. It’s still a mesh, dyntopo is enabled, I’ve hit ctrl + A and applied rotation & scale. And still I can’t sculpt. How do I fix this? I only just started using blender.
heres the file:

Hello please show a screenshot or even share your file: https://blend-exchange.com/

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer.

You have masked out the object, that's why it's showing in black (or darkened) in Sculpt Mode instead of white.

You've masked the entire topology, press AltM to unmask and it will work again.

Too quick for me, I was going to post the same ;-) And wanted to add, if @moojoo wonders how that happened: since the complete object is masked, probably the (unmasked) object's mask was inverted with Ctrl+I so that now everything is masked. Of course inverting again would have removed the mask as well in this case.

Oh yes maybe it happened this way


text:
Everytime i open new file and click anywhere in object mode it pops up "cannot read file"

It mentions about previous file which I deleted but it is an opened new file. Every time i click it pops up cannot read file well colored part is to hide my identity but next part reads "i am the cure. blend" which is deleted. The problem i am facing is i cannot select object at all or can not join different objects.

Finally after a long time i got the solution of my problem actually the solution seems to be pretty simple . first we have to go to prefernces present in edit option .
later in preferences at the bottom 3 columns icon is there after clicking it 4 options pop ups but for us 2 are main 1) load factory preferences 2) save prefernces . first click on load factory preferences later on save preferences afterward close it i suggest to click ctrl s also .

here is the final result no pop ups at all after clicking also i can select objects with no problem .

try deleting the startup file located in C:\Users<user name>\AppData\Roaming\Blender Foundation\Blender<blender version>\config\startup.blend

It already says cannot read file so it is obvious that file is deleted right ?

It created new problem now it pops up save don't save cancel

startup.blend ? where to find it ?

Problem is in object mode + edit mode  only there I am finding this stuff not in sculpting mode .

bro pls help . atleast tell different sites to approach where i may find some solution

pls bro i really need help

By the way are you using windows ? if yes try renaming the folder C:\Users<user name>\AppData\Roaming\Blender Foundation\Blender\ and relaunch blender.

Can you post answer with images so that it makes clear to me where to type such thing and restart blender again ? Video or photo anything ?

what version of blender are you using ?

3.6.2.0 earlier one was 3.3.1.0

Right now it is 3.6.2.0

ok and same problem with 3.3 and 3.6 ?

Yes brother actually I am bit sick but so I replied late . Sorry

what is your windows user name ?

Come on man how I can tell that? Why would I reveal my identity?

Can't you show through your laptop ? Or computer by hiding ur identity pls  brother ?

Like I marked green colour


text:
My cursor is glitching when I use blender with my Wacom - is this a known issue?
I'm using Blender, on Win11 Prox64, with a Wacom Intuos 5 tablet and my cursor is glitching. Is there something I can do to eliminate this problem?
Video:
https://drive.google.com/file/d/1r5EW1xAwhb4EREmrFWv1R4OEwgZd-oMC/view?usp=drive_link
Thanks

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

Thank you for your reply. Are you saying you could not understand my question without viewing the video? As my question states - it's a cursor that's glitching out, how much more specificity do you require?

Yes, try posting some screenshots of the issue, so people don't have to go to another site or watch a video. See How to upload an image to a post? or GIF


text:
How can I change a specific color without repainting the entire object
I have this dolphin and I only want to change the blue to another color. The eye and mouth are also painted on. Is there a way to adjust only the blue without painting over the eyes and white on the bottom?

@moonboots method is easier, here, I think, but if you had a lot of color-switching to do, you could try something like this

There's no way to automatically replace a color, but to avoid a meticulous repaint you could put a Color > Hue/Saturation/Value behind the Image Texture node and tweak the values:

Or do the same in an image editor app like Photoshop or Krita. In Krita it's in Filter > Adjust > HSV (Hue/Saturation/Lightness):


text:
Unwrapping tileable model for use with seamless textures
I have simple model (let's name it 'cube'). I also have a collection of seamless PBR materials (represented by square diffuse/metallic/roughness/AO/normal maps).
Goal: apply such seamless material to the top face of this 'cube'.
How to unwrap this model to reach this goal without editing/scaling textures?
Should I use multiple UV maps (one for top part of this 'cube' and one for other sides)?
Edit: This particular model eventually will be exported to Unreal Engine (and it will be used with already prepared PBR materials). So approaches that use Blender's materials (= Blender's rendering system) in my case won't work.

You can scale UV coordinates for the meshes. If you expect this object to be textured with tileable textures due to its size and you aren't going to bake it then there's no problem if UV islands exceed 0-1 space. Export then meshes with that UV map.

No need to use a UV map.
Use Generated coordinates and a Box projection for the texture.
And if you want the texture only on one face, just assign a different material to others.
Use Generated coordinates and a Box projection for the seamless texture.

Assign different materials to different faces.

It works in Blender. But I forgot to mention that I export models to UE4...

Right. Well, if you want to achieve this result using only a UV map, you just center the UV island of each face and scale it, so it covers the whole area. The result will be 6 islands precisely on top of each other.

@AlexanderAnishin Hey there :). The easiest solution in your case would be to select all faces and go UV->Reset. Then each face will cover the whole texture area, and will seamlessly connect to others.

The solution I found for my case is to use 2 UV maps:

Regular one (in shape of cross) to allow UE4 bake lightmap.
Identical one but scaled so the top face fills [0; 1] area. The whole UV map exceeds [0; 1] boundaries, but it is OK for UE4.


text:
Remove background colour from material
I want to have my material base colour a transparent to let the image below show through. At the moment highlited with pink circles the colour is black.
I am adding an image texture to the material which i want to be visible.
Is this possible?

Can't see any image, did you forget to add a reference?

Does image show up now? Trying to edit post

So you are trying to get rid of the black around the numbers right? Also, does your image texture have an alpha channel?

Yes i am unwrapping the black section and adding an image to that. But i dont want the black part of the unwrapped material to show.

You can use the search box at the top of the page to find answers to questions that are commonly asked: Add a transparent image on top of a material

Thanks, i did search that but that is not what i was trying to do which is why i asked the question :p

To get rid of the background color, you can set up your nodes like this:

This will work if you have an alpha channel in your png. Otherwise, you can do something like this to remove the black from the image:

This will make everything with a value of less than 0.001 (in other words black) transparent. If you are using eevee, you will have to change the blend mode to alpha blend and uncheck "Show Backface" in the material settings to make things actually transparent:

Hope this helps!

Thank you it does work, just had to change to Alpha blend in the material properties. Thanks for your help :)


text:
Adding A Background Colour
My project is the simulation of the solar system. I have completed the orbits of the planets however, the final thing I need to do is to add a background colour of a cluster of colours that represent the galaxy. I wanted to know how to add a galaxy background as part of my project. This needs to be written in python code as part of my project however, if it is easier to not do this in python, it is not a problem at all. Also, making sure that the image is behind the work I have created would be great too!

Hi. Please add much more detail about what you're asking. Remember, we know nothing about your project or what you need. What have you tried? Where are you getting stuck? Please use the [edit] link under the question to add more information, including any relevant images. It will be difficult to help you with the information you have given so far. Thanks.

okay already done!

See https://blender.stackexchange.com/questions/44773/stars-background-in-cycles   https://blender.stackexchange.com/questions/8923/how-do-you-use-an-image-as-the-world-background  Good to see some of my code being put to good use.


text:
Curve to Mesh for open curves
I have an .obj file that I load that represents a curve
1 v x1 y1 z1
2 v x2 y2 z2
3 v x3 y3 z3
...
n v xn yn zn
f 1 2 3 ... n

Then I can click my mesh and do convert to curve and I get a nice closed curve. However, I do not want my curve to be closed. I want it to start at v1 and end at vn without going back to v1. How can I do this?  Ideally, I would like to do it with a geometry node starting from the Mesh to curve modifier.

in edit mode you could set the curve to non Cyclic

@shmuel that did it for me!

Your question is a bit confusing. You say you do not want the curve to be open, you want it to start at v1 and end at vn without going back to v1. But that is an open curve - when it is not cyclic, i.e. not going back to vn.
I'm also not sure what exactly you are doing differently when converting a mesh to a curve, because in my Blender the curve is by default non-cyclic. If I want a closed curve, I have to manually set it to Cyclic U in the curve's Data Properties under Active Spline. There you can turn it off as well of course. The same setting can be toggled between cyclic and non-cyclic in the viewport in Edit Mode with the shortcut Alt+C.

However, since you mention Geometry Nodes, you can do all this there as well, you do not have to convert it to a curve beforehand - just leave it as a mesh object and add a Geometry Nodes modifier to it.
In the nodetree then you can convert the mesh to a curve with the Mesh to Curve modifier. This should also by default be a non-cyclic curve. If for some reason it is cyclic, you can add a Set Spline Cyclic node after the Mesh to Curve and uncheck Cyclic.

The reason why I would not convert the mesh to a curve object directly outside of Geometry Nodes is the following: first of all, you could then use the Geometry Nodes nodetree on every mesh object without having to convert it to curve manually, and secondly depending on what you want to do with it afterwards, some things that need a mesh object instead of a curve object do not work.
For example, if you have the Geometry Nodes modifier on a curve object, no matter how much meshes you generate inside the nodetree, you cannot use some of the other modifiers on a curve object, almost none of the modifiers in the categories Edit or Physics and from Generate and Deform there are some missing as well.
You also cannot simply apply the Geometry Nodes modifier on a curve object by hovering over it and pressing Ctrl+A or choosing Apply from the modifier menu. This will throw an error: "Cannot apply constructive modifiers on curve. Convert curve to mesh in order to apply." (Even if the output would have been a curve, not a mesh.) But beware, if you now convert the curve to a mesh, other than with Ctrl+A now all modifiers get applied, even if you had Bevel or Subdivision Surface etc. after the Geometry Nodes and wanted to keep them.
But if you want the object to stay a curve and not convert it into a mesh, I would do it without Geometry Nodes. Because if you ever want to apply the Geometry Nodes modifier, the only result that will be kept after applying is mesh data, so if you only have a curve in there applying will not work either.


text:
Scene mirroring every direction
I am doing a simple scene. Whenever I render, there seems to be a strange problem - the scene is mirroring in every direction. I have no idea where it comes from. If you disable the whole collection 1 in render the problem disappears. However, I disabled each individual object in this collection and the problem still persists. I have no idea what to do :(Blender file
Let me add a rendered movie for You.
https://www.youtube.com/watch?v=s-J7c0s8WPE&feature=youtu.be
In the end You can see like a giant mirror wall which is not there in the scene.

The Smoke Domain has a weird material.

Also, all texture types that are not color should have Non-Color Color Space.

Some objects probably are missing smooth shading.

After the changes.

Wow, my friend. Thank you. Now I see. Smoke material has a wormhole node setup for it. I must have ctrl+v it by accident to domain material. Now I realize where the hell a smoke has gone in my render... I will remember all the tips you gave me. Thank you for your help!
Btw. I just realised my scene was a tesseract...


text:
I unwrapped texture image, how to wrap it back?
so I have image texture wrapped on the object earlier, and I want to edit some painting on the image, so I unwrapped it, smart uv unwrap, and I paint something on it, now how to wrap it back? blender 2.81

What do you mean "wrap it back"? I don't think you need to do that.

the image is unwrapped, and so the color and shape on the image are not in the right spot to fit the object.

so I can not edit the image in blender?

Did you import an Image as plane, or a UV image texture.

i add a image to material property, the file is .dds file

Could you provide a picture?


text:
Adding keyboard actions in 2.82
Where is the Add New keyboard shortcut feature in 2.8?
Why 2.7X keymap in Blender 2.8 doesn't have keyboard shortcuts from 2.7X?
Why exporting a keymap from 2.7 imported in 2.8 doesn't work?
How to copy keymap from 2.7 to 2.8 if the Export/Import feature doesn't function?

You can add shortcuts by right-clicking a menu item or button and choose "Assign shortcut"


text:
UV Map offset issue
I imported a character and it seems that there is an offset of the UV map (see below). I need this in order to bake normal maps with the identical uv mapping as the existing textures.
What would be the best way to solve this issue?
Thanks!

In the UV editor menu, go to "UV -> Pack Islands". That's somewhat "short'n'nasty", but it's a start.

Thanks for your response! Unfortuantely, this seems to result in UV mapping that does not match the existing textures.

Which in conclusion means that the model itself has more than one texture/material (often done when in need of more texture space for the face). Remapping a new UV map to an existing texture is... well... a massive pita, 0/10 would not recommend. Either bake every part individually or use the "bake hipoly to lopoly textures" method by using the original model as the hipoly and a copy with a new UV map as the lopoly mesh.


text:
How do I add a texture to a model in 2.82?
I've been a Blender user for a few years at this point, and I finally just switched over to 2.82 after having used the version in my system's package repo for a while.  Now, I can't find gosh darn anything and I'm starting to get frustrated.
I can find the Materials window, and I can add a material.  But I've been looking for ten minutes now and I cannot for the life of me find where to add a texture.  Can someone please tell me where to find that setting, preferably with screenshots?
Update 3-6-20:  Here is a screenshot of my window.  The first response shows a tab or button that just isn't there on my interface.
(Like I said, I've been using blender for years.  I've already looked in all the places where it would actually make sense for it to be)

Even if this question is a duplicate, the question linked is completely irrelevant as I am not using cycles.  I would prefer if someone would find a better question to mark this as duplicate with or instead unmark it.

You should explain why the indicated "duplicate" answer does not meet your needs. + texture is not image texture in Cycles or Eevee (but you maybe ask another question about that). I suppose the point is to switch from blender internal to 2.8 which has no more BI?

I literally just said why.  The "duplicate" answer is A.) for Blender Cycles, and B.) for version 2.8, which uses a different interface.  Logically it should be in the analogous place, but my screenshot shows that it is not.  The answer given below shows a button that isn't in my interface, so I can't accept that answer either.  To clarify, I used to be perfectly able to add textures using the method shown in that answer, but it no longer applies due to the changed interface.

ok... not sure to understand all your situation. You're using 2.8 right? If yes, the indicated "duplicate" link should do. If not please indicate this is not the case. The most I can do for now is voting for reopening your question. But since I don't understand what is the problem, I won't (as I still do not understand why this previous answer does not fit your situation). Again, in 2.8 for either Cycles or Eevee, textures are not to be an input for shaders.

I have said, three times now, that the duplicate link is inadequate.  Both the duplicate link and the answer given below, before I posted my image to clarify, show settings that do not exist in my version of Blender.  I would like to know if there is another way to access these settings, or if I can somehow re-enable the texture tab if it was disabled by default, or literally anything other than just repeating that this question is a duplicate when I have iterated numerous times that it is not.  I apologise for my tone, but I am a bit frustrated at this point.

And this is the third time now I answer "could you explain why?"... Consider we try to help (for nothing) so if people just dont understand the problem there is a reason...

In 2.8 as Blender Internal is no more here, the is no "texture input" to place in the shader. Or are you still using 2.79?

You know what?  I'll just rephrase my question and ask again in a different post, since this post seems to be getting nowhere and my repeated attempts at clarification are not working.  Thank you for your continued patience.

ok, you can ask another one or edit this one. Advice: indicate clearly why the linked dup question is not suitable for your situation. Also which is your version of Blender (seen the capture, i think this is 2.8?).

The texture button is here (not available in edit mode):

To add a new texture, click here:

I strongly suggest to have a look at tutorials on youtube like this one:
https://www.youtube.com/watch?v=j-ncKGhDih8

This did not answer my question.  I updated my original post with clarification.

This might not be your exact problem, but other's searching this problem may experience this. I found that when I added a new scene the texture tab is also missing. This is a known issue (https://developer.blender.org/T73611).
The workaround suggested there (and worked for me in 3.2) is to add a mesh object and go into "Texture Paint" mode. It appears blender is coded to not initialize the texture panel until it's needed.


text:
Rotate view around vertical Y-axis
What I want to do while modeling is start at the Top Ortho view (NumPad 7) with green Y-axis pointed up and down on the screen. I then want to rotate the view left or right around my model, moving only the X & Z axis' while keeping the Y-axis vertical.
Ctrl Shift MMB  zooms the view in and out if the wheel is held down and the mouse moved. If the wheel is scrolled the view rotates around the Z-axis.
Going to view 3 and Alt Shift MMB  allows rotating around a Horizontal Y-axis.
Is there a way to rotate around a vertical Y-axis?

@cegaton This question appears to be about navigating the viewport not changing the world axis.

Are you sure you are going to rotate around vertical Y axis? Blender uses coordinate system with Z pointing upwards and this most likely cannot ba changed. If you'd like to rotate Numpad 7 view (around Z axis), you can press Ctrl+Shift+MouseWheel for that; the view will remain orthogonal.

By default, blender is set up with turntable navigation style, which means the Z is held vertical through your orbit manipulation. There is another style of navigation which used to be common in 3D, called trackball. This lets you orbit without the restriction of Z-up, but it also makes it easy to lose your sense of space in the scene. You can change this setting in the user preferences, under the input section. The left column contains those settings.

In 2.8+ "trackball" option is now in the "navigation" tab of the preferences:

The only answers I know for this is by clicking (NumPad 6) to rotate clockwise and (NumPad 4) to rotate anti-clockwise.

This rotates about z axis. How can I rotate scene about y axis in viewport?

I found the answer!
Numpad 6/4 rotate viewport scene about z axis;
SHIFT + numpad 6/4 rotate viewport scene about y axis;
Numpad 8/2 rotate viewport scene about x axis;

One way to do this is to start with the object aligned to the front (Numpad-1) or the back (CTRL Numpad-1) view, both of which align the y axis perpendicular to the screen. Then set the view to the selected element by pressing Numpad .. The object can now be rotated around the y axis by using the SHFT Numpad-4 and SHFT Numpad-6 keyboard shortcuts.
Note that this does not change the orientation of the model; the green arrow still aligns to the y axis, and the z axis is still up and down in the Blender view.

nice. but SHIFT+Numpad-4/6 will increment/decrement rotation by certain hard value +X degrees, is there a way to do rotate it smoothly with the mouse along that same plane?


text:
Mirroring / Copying Constraints over a whole rig
Is there a "Mirror Constraint Tool" in Blender, Much Like there is a "Mirror Armature Tool" in Blender's --> Armature -> Editmode?  I found the "Copy Constraint" Tool/function But NO "Paste Constraint" Tool/function. And from the methods I've seen online this has to be solved one bone at a time, even with the Copy Constraint Tool used properly.
My .blend file can be found here:

To use the Copy Constraint, you select an object then add a Copy Constraint, then select which other object you want to copy the property from (location, rotation). So no need for paste constraint.
For mirroring the armature, you will find x-mirror property in the tools menu in the edit mode of the armature. Just replace the name of the Armature with the name of your Armature.
UPDATE:
To do what you want it will be easier to use python. I wrote a script that copies constraint from bones with ".L" to corresponding bones with ".R"
import bpy
context = bpy.context
scene = context.scene
MyArmature = bpy.data.objects["Armature"]
bpy.ops.object.select_all(action='DESELECT')
MyArmature.select = True
bpy.context.scene.objects.active = MyArmature
bpy.ops.object.posemode_toggle()
bpy.ops.pose.select_all(action='SELECT')
all_bones = bpy.context.selected_pose_bones
for bone in all_bones:
    bpy.ops.pose.select_all(action='DESELECT')
    if ".L" in bone.name:
        boneL = MyArmature.data.bones[bone.name]
        boneR = MyArmature.data.bones[bone.name.replace('.L','.R')]
        boneR.select = True
        boneL.select = True
        MyArmature.data.bones.active = boneL
        if len(MyArmature.pose.bones[boneL.name].constraints) !=0:
            bpy.ops.object.constraints_copy()
            bpy.ops.pose.constraints_copy()
            for con in MyArmature.pose.bones[boneR.name].constraints:
               con.subtarget = con.subtarget.replace('.L','.R')

This is how it looks before running the script:

And This is how it looks after running the script where the constraints are copied:

Updated .blend file can be found here:

To add to Tak's answer adding a if hasattr statement before the last statement will allow his code to work if there are constraints that don't have subtargets, such as a limit location constraint. Here's the line: if hasattr(con, 'subtarget'):

If you want to ignore KinematicConstraint and TransformConstraint because the code does not mirror the Pole Angle ect correctly. Just put this: if "CopyRotationConstraint" in str(MyArmature.pose.bones[boneL.name].constraints[0]):#Type of constraint to copy. After this: if len(MyArmature.pose.bones[boneL.name].constraints) !=0: you could also: if "KinematicConstraint" not in str(MyArmature.pose.bones[boneL.name].constraints[0]):#Type of constraint to skip

I just want to say... scripting in Blender can be so irritating. Using the GUI to symmetrize a bone will copy all the constraints, but symmetrizing using the Python API does not. WTF.

With less Python than the other answer:

From the Armature's Edit Mode, select the bones you'd like to copy to the other side.

Run "Armature" > "Symmetrize". This will copy all the bone settings, including constraints— But it will not always replace the constraints' targets with the mirrored equivalents.

Open a Python Console UI area.

From the armature's Pose Mode, Select the newly mirrored bones, and use a one-liner like below to replace the constraints' targets with the mirrored equivalents:
[setattr(c, 'subtarget', c.subtarget.replace('.L', '.R')) for b in C.selected_pose_bones for c in b.constraints if hasattr(c, 'subtarget')]

There may be some exceptions, but in general, symmetrize will mirror bone constraint targets.  Using 2.92.  Very handy.

@Nathan Hm. In my case, the constraints pointed to bones in another armature, so that may be why it didn't mirror them.

There's a very simple solution.
You select the empty bone in pose mode and shift-click the other bone with the constraints, then you go to pose > constraints > Copy Constraints to selected Bones. That's it.


text:
change background color from script
How to do this: Render shadow on transparent background with Blender Render from script? I need to set a transparent background color before render a mesh.

When you hover over a property, you can see its Python property.
Here, it is simply :
scene.render.alpha_mode = 'SKY' # in ['TRANSPARENT', 'SKY']


text:
Mesh following bone with strange offset
I have a multi-layer armature with a FK- weightpaint layer following a IK control layer.  I weight paint it to a test armature and everything looks fine...except the feet.  For whatever reason, the feet are offset from the bone in such a way where the block character walks bow-legged:

Note that all bones are visible here, and the weight painting is what I need it to be.  The foot mesh even follows the bone...albeit a few units offset.  Does anyone know what is going on here?

Generally, this happens when two or more bones are affecting the same mesh part. Some other bones other than the ones you need, might have weights also affecting the same leg too, check on the right or any nearby bone to see if it has weights assigned to that leg.

An audit of the bones along with pressing N in edit/vertex mode showed nothing I wouldn't expect.

It turned out that the rest positions for those bones were wrong.  This was extremely hard for me to detect because the mesh layer was following the control layer in pose mode.  To catch it, I looked at the armature with all layers turned on in edit mode.


text:
Freestyle rendering out of sync with pose 2.8
I am running into this issue where the Freestyle outline that is rendered is not in sync with the pose of the character being rendered.

Things that I've tried:

Applying the Armature's transforms to be zeroed on the mesh
Applying the Mesh's transforms to be zeroed on the origin as well
Freestyle's settings are default and haven't really been touched
Re-Applying the rest pose
disabled the pose library

It appears the pose is getting multiplied, but I have no idea why, and why it is different than what is rendered solid.
What else should I check?  Is this a bug?

It turns out that I was using a slightly older (by about a month) version of 2.8.  Updating to the latest version fixed my issue.


text:
Depth Pass for Particles in Blender
Can't find much information on this but I have tried using the Depth > Normalize > ColorRamp to control depth pass for particles but doesnt seem to work. Any ideas?

Would you mind telling me what is the meaning of Depth Pass, I might be able to help you then.

If you are using Render as Object it should be fine ... Or you can try Mist pass since Z pass is not antialiased https://docs.blender.org/manual/en/latest/render/layers/passes.html but I saw few days ago Compositor has a new Antialiasing node ...


text:
Blender Batch Operation - Adding Object to Collection and Save file
I got an asset library and trying to use it with one asset manager add-on. Each asset is under the scene collection. However the asset manager expect them to be part of a collection similar to object name. I wonder if I can automate the below steps with python script. Any support would be highly appreciated.

Open the file from a specific folder
Read object name under scene collection
Create a collection using the object name
Move the object in that collection
Save the file
Repeat until all the files are updated

Thank you!!
==== UPDATE-01 ====
This is what I've found so far. It works with one file at a time.
import bpy
import os

# get filepath
blend_filepath = bpy.data.filepath

# remove extension
blend_filepath = os.path.splitext(blend_filepath)[0]

# get filename
blend_filepath = os.path.basename(blend_filepath)

# Select active object
sel_obj = bpy.context.active_object

# Create new collection with filename and add it as child under scene collection
myCol = bpy.data.collections.new(blend_filepath)
bpy.context.scene.collection.children.link(myCol)

C = bpy.context

# List of object references
objs = C.selected_objects

# Set target collection to a known collection
coll_target = C.scene.collection.children.get(blend_filepath)

# If target found and object list not empty
if coll_target and objs:

    # Loop through all objects
    for ob in objs:
        # Loop through all collections the obj is linked to
        for coll in ob.users_collection:
            # Unlink the object
            coll.objects.unlink(ob)

        # Link each object to the target collection
        coll_target.objects.link(ob)

# save blend file
bpy.ops.wm.save_mainfile()

So you have one object per file under scene collection and you want that object to be under a collection named as itself ?

That is correct @Gorgious.

Posted an update on this question.