text:
Gltf animation not playing properly
I have a project going and it consists of everything sitting still and two animations. I see that animated textures do not work with gltf so I decided to get each image into a separate panel and animate each one to move back to reveal the next thus giving the illusion of an animated texture. However I've been spending countless hours trying to get them to play properly when its exported as a gltf or glb. In blender I can move the timeline and the animation plays and when I do play it it works just fine. Each panel moves back like its supposed to and the animation looks right. But when exported, I'm using the standard Microsoft 3d viewer and when the animation plays, the first panel moves revealing the last panel and the rest of the animation cannot be seen.  Any idea as to what I'm doing wrong or how to get this to work?
Here is a link to the blender file:
https://www.mediafire.com/file/zn7ck87i0u7o18d/NOUNS.zip/file

When you have a stack of planes on the exact same X coordinate, apparently in Blender the first one (in outliner order) shows through, but in glTF viewers the last one seems to show through. This seems to be the reason for the difference you see.
You shouldn't put the visible planes on the same X coordinate since there's no way to really tell which one should be in front.
Instead, one plane should be in the front position and all the others should be in the back position. When it's time for the screen to change, the current plane should move to the back position, and the next screen should move to the front position.
Like this. Watch the selected plane (green border).

Here's a script you can run that should fix up the .blend you attached to do this.
import bpy

# Number of frames to show each image
duration = 10

# X position of plane when it's in the front
x_front = -2.19

# X position of the plane when it's in the back
x_back = -2.33

# Fix inconsistent name for 1scr
if "1scr" in bpy.data.objects:
    bpy.data.objects["1scr"].name = "1src"

# Remove 18src, it's a copy of 1src
if "18src" in bpy.data.objects:
    bpy.data.objects.remove(bpy.data.objects["18src"])

last_n = 17
for n in range(1, last_n + 1):
    name = "%dsrc" % n
    ob = bpy.data.objects[name]
    action_name = ob.name + "Action"

    # Clear out existing animations
    ob.animation_data_clear()
    if action_name in bpy.data.actions:
        bpy.data.actions.remove(bpy.data.actions[action_name])

    action = bpy.data.actions.new(action_name)
    action.id_root = 'OBJECT'
    fc = action.fcurves.new(
        data_path="location",
        index=0,
        action_group="Location",
    )

    pts = []
    f = (n-1)*duration
    if n != 1: pts += [0, x_back]
    pts += [f, x_front]
    if n != last_n: pts += [f + duration, x_back]
    elif duration > 0: pts += [f + duration - 1, x_front]

    fc.keyframe_points.add(len(pts) // 2)
    fc.keyframe_points.foreach_set("co", pts)
    for pt in fc.keyframe_points: pt.interpolation = 'CONSTANT'

    # Push to NLA track
    ob.animation_data_create()
    track = ob.animation_data.nla_tracks.new(prev=None)
    track.name = "Bid"
    track.strips.new(action.name, 0, action)
    track.mute = True
    track.is_solo = True

Thank you so much! It helped alot!


text:
scaling issue, particles don`t scale down why?
i made this donut from classic blender guru tutorial, i tried to put this into a scene so i appended the model in this scene, now in viewport it is normal but whenever i render the particles above it renders larger. i am using blender 2.82. i have scaled down the donut. particles don`t scale down why? please help

Can you show me your particle properties

I tried different thing and now it is working after using collection instance. Now i can scale down model with particles also

Ok, you cannot scale particles you need to scale the particle instance.
In your case most likely you need to scale the cylinder

I tried different thing and now it is working after using collection instance. Now i can scale down model with particles also.

source: Stack Exchange

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

sort: votes


text:
change a word in armature bones names with a script
I have an armature with some of it's bones names has a prefix like "_cloth_bone-name" . i want to change it to "[cloth]bone-name" , I can do a simple rename but there is a lot of these so I tried to look at some scripts online and found this , but it doesn't seem to do any thing.
import bpy
context = bpy.context
obj = context.object

namelist = [

("_cloth_","[cloth]")

]

for name, newname in namelist:
    # get the pose bone with name
    pb = obj.pose.bones.get(name)
    # continue if no bone of that name
    if pb is None:
        continue
    # rename
    pb.name = newname

 ```

Rename bones
# "_x_y" to [x]y"

import bpy

for bone in bpy.context.object.data.bones:
    name = bone.name
    i = name.find("_")
    if i != -1:
        name = name[ : i] + "[" + name[i + 1 : ]
        i = name.find("_")
        if i != -1:
            name = name[ : i] + "]" + name[i + 1 : ]
            bone.name = name

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


text:
object names gets duplicated when moving from a collection to another
in the resent versions of blender I got this weird behavior when I try to move an object to another collection it's name gets duplicated the object it self remains one but with two names in two different collection ,well I get away from this by renaming the object but is their a reason for this or a way to prevent it from happening ?

I've had a similar problem when cutting and pasting collections from one blend file to another. I was getting duplicate entries, but greyed out in the outliner.
Appending one collection at a time into a new file solved my problem. Don't know whether it will work in your case...


text:
Copy drivers from shapekeys
Basically i have one mesh (my character) and armature for that mesh full setup. A whole control rig and bunch of corrective shapekeys on my mesh which are driven by bones rotation (its daz3d mesh/armature).
Now i want to add 2nd mesh (clothes) which is rigged to the same armature and have the same number of corrective shapekeys, named the same as in my first mesh.
To make it more clear i just want to add clothes to my character and i have managed to do everything without much issues except drivers.
There is really lot of shapekeys and the way its build to stop clipping, clothes have the same shapekeys as character mesh.
I have searched around but couldn't find easy way to copy/link/transfer drivers from shapekeys of one mesh to other, atleast not fast.
I'd be glad even if i could drop copy driver/paste driver to some keyboard shortcut as right cliking menu gets tedious really fast.

The way that I found it to work is to transfer vertex weights, transfer shape keys, join object to desired shapekey owner object, seperate back from original object and all the drivers should work properly. Good luck with it. Oh, and then you have to go through and unlink all other data from the original object, like UV maps, materials, modifiers and anything else that you don't want linked to it. And don't forget to unlink anything on the original object joined from the second object as well.


text:
Copy bone transform question
What i'm trying to do is to duplicate whole armature and add Copy Transform to each bone on duplicate. Basically i want arm from armature duplicate to have Copy Transform constraint with target on arm from original armature.
Now this isnt hard to do. You just make duplicate, select armature copy,fire up pose mode and then go from bone to bone and add Copy Transform constraint.
Unfortunately armature is kinda complicated and have around 80 bones which makes this process rather long and tedious.
I'm kinda noob when it comes to scripting so is there any faster way to achieve this?
Some sort of magic or am i asking for a miracle?

I am assuming the bones are named the same?

Related https://blender.stackexchange.com/questions/72120/create-pose-from-existing-armature

You will require two armature, one to copy the transformations from and one to copy the transformations to. I have named my armature respectively Armature1 and Armature2.
We can access them through the objects collection inbpy.data.
armatureFrom = bpy.data.objects['Armature1']
armatureTo = bpy.data.objects['Armature2']

Looping through lists or collections in python is done with a for loop. The pose bones (which can have constraints are fields of the armature's pose property.
for boneTo in armatureTo.pose.bones:

We can check for a corresponding bone in the armatureFrom with the Blender API's get() method, which works on all blender collections.
boneFrom = armatureFrom.pose.bones.get(boneTo.name)
if boneFrom == None:
    continue

If you want to remove all constraints from the target bone you can loop through them and remove them with the remove() method.
for con in boneTo.constraints:
    boneTo.constraints.remove(con)

By hovering your mouse over Blender properties you can get their python tooltips. I did so with an existing copy transforms constraint and could find the names of the fields which we need to assign.
copy_con = boneTo.constraints.new('COPY_TRANSFORMS')
copy_con.target = armatureFrom
copy_con.subtarget = boneFrom.name
copy_con.target_space = 'POSE'
copy_con.owner_space = 'POSE'

The completed script is here. Paste it in a text editor area in Blender and press Run Script to run it. Make sure you replace the names of the armatures with the names of armatures present in your file. Also backup your work. There are some destructive thing going on, like removing all constraints.
import bpy

armatureFrom = bpy.data.objects['Armature1']
armatureTo = bpy.data.objects['Armature2']

for boneTo in armatureTo.pose.bones:
    boneFrom = armatureFrom.pose.bones.get(boneTo.name)
    if boneFrom == None:
        continue

    for con in boneTo.constraints:
        boneTo.constraints.remove(con)

    copy_con = boneTo.constraints.new('COPY_TRANSFORMS')
    copy_con.target = armatureFrom
    copy_con.subtarget = boneFrom.name
    copy_con.target_space = 'POSE'
    copy_con.owner_space = 'POSE'

Now this is complete answer that i was looking for ,even explained in details so that even i can understand it. Big thanks!


text:
Import FBX to Blender loses all material slots
I have a skeletal mesh exported from UE4 with 12 material slots, but when I import it to Blender all of the material slots are missing. I assigned materials to the slots in UE4 before exporting. I'm using UE 4.26 and Blender 2.93.1. Any ideas how to get the material slots to show up in Blender?
Thanks

An update to the above, noticed that when I uncheck 'export morph targets' when exporting from UE4, the materials slots show up in Blender!  However we also need to keep the morph targets in tact. Any suggestions?

In case anyone else comes across this issue, here's a solution/workaround:
https://developer.blender.org/T84111


text:
Texture Painting issue - colour randomly showing on wrong faces
I've sculpted a basic human and I'm now trying to paint it but when I paint an area sometimes the colour appears elsewhere instead of where my cursor is. The face normals are all correct and I've tried playing around with different Island Margin values for the Smart UV unwrap. Even a value of 1 doesn't help. Any other ideas? I've attached a photo of where I've painted around his eye and there are specks of color in other places.
Thanks
Amy

maybe in the N panel > Tool > Options, check the Bleed value, if it's too high it will paint on the other islands. If it doesn't work, maybe share your file (with image packed): https://blend-exchange.giantcowfilms.com/

Thanks for the suggestion, I tried changing the Bleed value to zero and it still did the same thing. I've simplified my topology a bit more so the faces aren't so tightly packed but no luck. Will send you the file and texture image, thanks for helping

You need to:

Unwrap again, your islands are probably overlapping, choose the Smart UV Project option with a bit of Island Margin (0.03).
Put a bit of bleeding in the N panel > Tool > Options so that the paint correctly covers the islands.
Your image is currently 1024 pixels large, depending on what kind of shots you want to do it might be a bit too small, so maybe increase the size

Thank you, a combination of your suggestions, along with simplifying my topology in certain areas even more (the lips, ears and eye sockets were too detailed) resolved the problem. Much appreciated!


text:
Seamless grunge texture overlay across two materials
I'm making a sign and trying to wrap my head around how to apply a grunge mask overlay that will affect two separate materials seamlessly. The sign background needs to be one colour and the text a different colour, but I want the grunge to be applied across both in a realistic way. Here's a screenshot of the sign:

Thank you!

hello, maybe share your file? https://blend-exchange.giantcowfilms.com/ you can create a b&w mask

Read How do I make a decal look worn

Also: How to create rust procedurally

A way to add a grunge texture to both the board and the letters with no discontinuity between the 2 would be to join your 2 objects (make sure that you've applied the Scale and that the normals are recalculate), unwrap  with Smart UV Project mode, paint your grunge texture on both with the Stencil brush option and use the result as a mask:

But the quickest way to is probably to use the grunge image in an Image Texture that you switch from Flat to Box, which allows the texture to be projected on the 3 dimensions, and use the Texture Coordinate "Object" output socket, with an empty as Object in order to control the location and scale of the texture so that you can precisely put the grunge:

Then use this node chain as a mask in both the letter and the board materials. Here for the board I use it to simply separate 2 nuances of red:

Former answer, in case your letters were printed and part of the same object:
You don't say enough about your current material, but let's suppose that is very basic, like this one (a simple mix between 2 colors with a b&w mask for the text):

then you can plug a dirt mask into 2 ColorRamp in order to get the dirty texture:

If your material is more complicated, for example because it plays with glossiness etc, it will make the node setup more complicated as well:

Sorry, I should have provided more information about the setup. The text was created as a separate mesh and needs to protrude from the sign background to look as though the letters have been stuck on. Here's the .blend file:

ok i've edited my answer, I hope it helps

moonboots you are AMAZING!! Thank you so much for the detailed steps, this works perfectly!! :D


text:
How do you make a jagged circle edge smooth?
I would like to make the edge of this mesh a smooth circle. Any suggestions?

To make it a smooth circle, first go into user preferences and enable an add-on called "Loop Tools" (search "loop" in the search box).

Select the edge you want to "straighten" into a circle, right click and select Loop Tools > Circle.

This should leave you with a clean circular edge.

Thanks! Also works in Blender 2.79 (add-on already included).

Follow these steps:
Select the circle (or Mesh) which you want to make round.
Go to modifiers tab, Apply Subdivision modifier to the mesh.
(You can increase subdivision counts according your needs. Increasing Count To higher value than 2, Cause blender respond slower)(Recommended=2)
You will get the more round circle but it will increase vertices count..
Hope it'll help you buddy...


text:
Total noob, how do I make something into jelly
I have an Animal Crossing model that I've rigged for some small animation, but I would like to render it falling out of the sky, hitting the ground and jiggling on impact. The tutorial's I've found have been kinda old or not very helpful, and I'm not a huge fan of youtube tutorials. Any help? Assume I know nothing I barely figured out how to rig it with bones.

Hello, are you also trying to animate it with the armature during the sequence?

Why rig it?  Give it soft body physics with no goal (goal default 0.0).  Set other parameters, like push + pull should probably be more like 0.9, but it depends on your vert density.  It'll fall and jiggle....

@Nathan: maybe the user wants to control that jiggling or needs specific moves.

@Lukasz-40sth yes, maybe they do, but if they do, exactly what they want to be able to control, as opposed to leave up to physics, affects the decisions they should make about their physics.  We need to know from them what their goals are to answer the question best.

Sorry I wasn't sure how much info was really needed, I rigged it because I want to do some minor animations with it but I'm going to use the unrigged model to have a scene where it just falls out of the sky and hits the ground and jiggles around. Again I don't know nothin about nothin I started using blender a few days ago lol I'll try your suggestion Nathan!


text:
How to get this type of engraved metal with shaders
The effect I want to achieve is pretty close to the image. I already have the shader for the base metal but I can't get the engraved effect for the text. I wanted to make it using shaders but any other sugestions are also welcomed. Thanks
This is the effect I want to get

This is my shader

This is how my shader looks like

engraved text: https://blender.stackexchange.com/questions/213982/boolean-modifier-removing-the-exact-opposite-of-what-i-want-it-to

Please make it clear whether you wan't to fix your metal effect or have engraved text. For engraved text, you will have to create an image (You can use software like adobe illustrator or photoshop etc.) and in it have the text you wan't to engrave on your object. (Make sure to have your font right.) Once that is done, add that image as an image texture in the shader editor and with a color ramp node connect it to a bump node which will be connected to the principled BSDF. After that, do some uv editing and adjust your texture, and your engraved text will be ready to go.

Yes I do want to have engraved text on it. But I wanted it to have a different texture on the text (like in the first image) and I can't get that


text:
Change driver target
I have mesh with shapekeys and drivers on said shapekeys which are controlled with armature bones. All shapekeys are set to scripted expression and single prop which is set to said armature.
I'm trying to reparent said mesh to new armature, which isn't hard but now shapekey drivers are still reading values on old armature instead on new one(same bones and setup).
Even doing that isn't hard, as seen in picture, but its just not fun way to do it as i have dozen of shapekeys.
How to do that with script or something to speed things up and make them less tedious?
I did check around the net to see if someone had solved my issue but things that i did find are kinda old and ware not working on blender 3.3.

Change Shape Key driver first variables target
To view more details, go to: Modify driver target (or any property)
# select some objects and run in object mode

import bpy

# get shape keys fcurves of a object
def get_shape_key_fcurves(obj):
    try:
        return obj.data.shape_keys.animation_data.drivers
    except: return None

def change_driver_target(fc, target_type, target):
    dr_vars = fc.driver.variables
    if dr_vars:
        var = dr_vars[0]
        var.type = "SINGLE_PROP"
        var.targets[0].id_type = target_type
        var.targets[0].id = target

objects = bpy.data.objects
target_type = "ARMATURE"
target = objects["Armature"].data

for obj in bpy.context.selected_objects:
    fcs = get_shape_key_fcurves(obj)
    if fcs is None: continue

    for fc in fcs:
        change_driver_target(fc, target_type, target)


text:
problem with the transparency
I'm fairly new on blender (and I'm using version 2.8).
I have a strange problem with the transparency of 2 objects. The geometries are identical but are imported from 2 different .obj files. How come they behave like this? Even if I combine them with CTRL + J it's the same thing.
I thank you for any help.

Check normals, doubled vertices, and possibly triangles to quads.
Normals: Ctrl+Shift+N "outside".
Merge doubled vertices: Edit mode, select all, Alt+M "by Distance".
Triangles to quads: Edit mode, select all, Alt+J.

Thanks for the quick reply, Coby Randal.
Unfortunately I have already tried everything you are advising me. But it doesn't turn. The only thing that improves the situation a little is "erase only the faces" and "fill in the holes".
It's all today that I'm looking for Internet solutions, but without result. For this I tried to write a new post.

Can you upload the .blend so I can look at it? It sounds like you have bad geometry, like overlapping faces and edges. This likely either happened when exporting the obj or importing it. A quick fix could be the Remesh modifier, but I think you should find the root cause. I'd be happy to look at the file.


text:
How to model coiled cable
Hi im new to blender (started about a month ago) im trying to make a coiled cable for my so called imaginary "desk setup"
Heres what im trying to make

Ive tried using screw modifier but the thing is I dont know how to make it like a cable as you need the ends to not be coiled. I searched all over the internet on how to make this but i cant find them.
If you could just direct me to what I could do and explain in detail so that i can follow step by step on how to do this.
Extra, and if, just if you can help me with rigging the cable so that I can move it around to make it more natural in the scene, example photo below:

Thanks in advance for any help.

Quickly use a screw modifier for the basic shape.

You could use a curve to make the second step easier - the extra objects addon will let you add a screwed curve.
Then just create the tail parts. I applied the screw modifier then I extruded but if you had used a path it would probably be easier

I copied and flipped the whole thing, using snapping to add it to the top of itself, thus making the top tail.

Then put the whole thing on a curve using a curve modifier.

Hey @J_M thankyou for replying! but im still stuck after the screw modifier, how do you have your screw to have its own vertices? i can only get them like this
https://imgur.com/sMQWiuW

Added the detail sorry. Just apply your screw modifier. Id recommend using a lower resolution circle (less verts) as you'll probably want to add a subsurf to make it all smoother.

OHHHH. sorry i didnt know what the apply button does! thankyou very much!


text:
Rigged fbx model deforms when exporting to fbx
Before and after pictures, mesh deforms when I export it as FBX to Unity. I am using Blender 2.79, the model deforms in blender after it exports to fbx and when I import it to unity it is deformed as shown below. Any help is appreciated.

before

after

Please don't post the same question more than once. If you have more information or wish to add further details to your question edit your original post. Also have in mind that simply posting two screenshots of the issue is very insufficient to diagnose any problems you are facing

You closed my last post, what was I supposed to do?

https://blender.meta.stackexchange.com/questions/2717/this-question-already-exists


text:
How to make text appear from invisible "wall"
I tried to make similar text animiation like from game GRID 2. The text slides from vertical line but the text is cutted and theres clearly space between the line it comes out of. You can find the example here (the text on top left "WSR ODBYTE ZAWODY"
Unfortunately blender wouldn't let me boolean the text with invisible cube so this idea won't work. That's why I wish I could recive some help from you.

You can create a plane, give it a material with the Shader > Holdout node in order to make what's behind alpha transparent (also make the film transparent of course):

Other method, for Cycles only: Give your text a mix of Transparent and your current material, with an Input > Light Path > Transparent Depth as factor, and put a transparent plane in front of the text:

ok but if the text is not "Text"?

Okay nvm, it was working but I've done something and it still don't works, I decided to use your method since it's more performance friendly. The cube I used to cover the text is transparent now here's link

do you mean that it doesn't work? Do you use Cycles or Eevee? Please share your file: https://pasteall.org/blend/

I tried but the page says that it is not blender file even if it's .blend. "(also make the film transparent of course):" what does this mean? Maybe I got it wrong that's why it's not working. I use Eevee

in the Render panel > Film > enable the Transparent option so that the whole background will be transparent

It works now! But I actually wanted the background, is there any easy method to put it on? Sorry to keep you busy like that. I wonder why are even still anwsering me xD

a solution could be to put the backgound you want on a different track of the video sequencer

Are you in Eevee or Cycles? In Cycles you can give your text a mix of Transparent and your current material, with an Input > Light Path > Transparent Depth as factor, and put a transparent plane in front of the text, see my edit

3D solution:
Add a text, convert it to mesh.
Add a box which surrounds the text as Cutter object and make it invisible in render + viewport.
Add a boolean modifier to your text with object "box".

Add another box as child to your cutter object.
result:

ok but if the text is not "Blender.Fun"?

then he has to take your solution of course!!!! ;)

Thank you both guys for help, you really saved me from finding it out myself :D

You are welcome


text:
How to separate two faces?
I had problem spearating two faces (planes not cubes) there's probably easy way that I don't know for some reason. Here in the link, there's exactly what I was trying to do.
Thank for any help.
https://i.sstatic.net/pzIbM.jpg

Select the edges and hit "V" to rip them.

How to upload an image to a post


text:
How to set animation to move an object by a distance and not from one place to another
Is it possible to make blender (on timeline) move an object by X distance instead of making him move it from A to B. This way using it would be more flexible and allow for same movement of objects with different origin.

no but you can parent it to an empty: if you move this empty it will shift the animation. Also you can use the Delta Transforms, or create a collection instance, and same thing, it will shift the animation

You can't, a keyframe is relative to the world coordinate, but there are ways to shift the action:

You can parent your object to an empty: if you move this empty it will shift the animation
You can use the Delta Transforms: In the Object panel > Transform, change the Location values
You can put your object into a collection, create a collection instance (ShiftA > Collection Instance) and move it wherever you want

I don't think any of these works? Just tried careful three hours maybe all three. Failures.

hello, it should work but maybe ask a new question with all the details?


text:
How to make changes to mesh after animating
I have animated a bird. However I forgot to add eyes so I want to add them now, but when I change from Edit mode to  Object mode in order to add new eyes the bones, the bird itself gets deformed to pose animation, leaving eyes behind.
Edit Mode:
Object Mode:

I watched https://www.youtube.com/watch?v=R2fx8TMQDoc and it help me to attach eyes to body itself, but I had to put eyes higher in mesh to make it good in animation. Tell me please if you know how to put them the right way.

Editing the question or asking another one is better


text:
Why Blender Rendering and Previewing Wrong Colors in Video Editor?
I'm quite new in Blender and I have encountered a problem while I was editing a video with Blender Video Editor. Blender makes the colors of my video worse and wrong. Before rendering the video I didn't notice that, but after rendering there was a remarkable difference between the original and rendered colors. I tried some suggestions given on the internet but they didn't work, anything didn't change in both preview and render. I will give an instance here:

In the image above, in comparison to the real one, Blender rendered video has completely wrong colors. It makes my video white to gray. As I mentioned, it is not only happening in the render section, also occurs in the video preview. So while editing the video I can see the difference. When you once noticed that you cannot prevent looking for the wrong colors and it became really terrible situation for me. I have already tried to change my output settings, I tried nearly all the options about video. Also, I tried rendering it as an image in different image formats. But it still occurs and nothing is changing. Do you have any other suggestions about this problem? What are your thoughts about it?

Eventually, I fixed the problem. As I said, I'm quite new and haven't got a comprehensive knowledge about the panels and settings in Blender.
Instead of deleting the question, I will answer it and help the other people who have encountered this problem. Let me explain how I solved it briefly:

Under the "Render Context Tab", there is a setting called "Color Management". As a default, its "View Transform" is "Filmic", let's change it to "Standart" or "Raw". The problem will be fixed in this way.
In a nutshell, Render Context -> Color Management" -> View Transform -> Standart.


text:
How to Resample a List in Sverchok Nodes
I am trying to take a list of values and manipulate it to increase the number of items (floats in this case) in the list, while maintaining the "pattern" of the list. Take for instance the list output from the following nodes:

For this output, the values follow a sine wave pattern. I would like to increase the number of items in the list to say 100, while maintaining the sine wave pattern. Obviously this could be done by just increasing the count value in the Number Range node, but I am looking to do this after the output of the Sine Oscillator node.
Thanks,

One cheap and not very accurate way would be, you calculate the deltaX and deltaY from 2 neighboring values, divide by 2 and these are your new coordinates.  Of course you have to do this for all values you have except the last one (because you have no „next“ value)

You can use, for example, "Vector Interpolation" node.

Similarly, you can use one of curve interpolation nodes, like "Cubic spline", or "NURBS Interpolating curve", or "RBF curve", if you wish a certain algorithm of resampling.


text:
Interpolate Through Multiple Surfaces with Sverchok
Short Summary
I am trying to interpolate through multiple surfaces, using the Sverchok addon. Essentially, I'm looking for a way to replicate the functionality of the Surface Lerp node, but for more than two surfaces.
More Details
Consider this node setup, which I started with:

In order to interpolate between these surfaces I then made this:

Which is great, I could then use the t value in the Vector Interpolation node to interpolate a surface at that t value. However, I want to take this a step further by passing a number range into the t value like so:

Which produces:

When the expected result should look like:

And so this is where I'm stuck, and my question is, how can I pass a number range into the Vector Interpolation node, so that I can have multiple interpolated surfaces?
Thanks,

Ok, was able to figure it out finally:


text:
Get min/max from sound file (animation/sverchok nodes)
Note: this question references the same blend file here: Sound-Driven Animation, Using Animation (and Sverchok) Nodes, is Not Working
I have the following setup in animation nodes:

I am trying to get the min/max values from this sound file. I'm guessing this could be done by outputting all the values from the sound file to a list, but frankly I have no idea how to "store" these values to a list.
I am obviously using animation nodes, but transferring this data to sverchok. Would it be possible to do this in animation nodes or sverchok? Possible in both?
Blend file:
https://drive.google.com/file/d/1gMvKhExbVH5hSzoPK9GdetTph4r_YySM/view

I would recommend using something like audacity instead

Method 1: Using loop without storing values.
This setup gives min and max of values between frame 1 and 250:

Method 2: Storing values as text.
This script creates a text block containing values in frame range.
import bpy

# settings
frame_start = 1
frame_end = 250
node_tree_name = "NodeTree"
data_interface_name = "Data Interface"
text_block_name = "my_data"
separator = "\n"

# create/get text block
text_block = bpy.data.texts.get(text_block_name)
if text_block is None:
    text_block = bpy.data.texts.new(name = text_block_name)

# clear existing
text_block.clear()

for i in range(frame_start, frame_end + 1):
    # set frame
    bpy.context.scene.frame_set(i)

    # get value from animation nodes
    value = bpy.data.node_groups[node_tree_name].nodes[data_interface_name].getValue()

    # convert value to string
    string = str(value)
    if i != frame_end: string += separator

    # write value to text block
    text_block.write(string)

Before running this script use Data interface node to export value.

The script will generate a text block something like this:

We can convert text data into float by this expression

Final node tree

Thanks Hari, both of these methods worked! I went with the 2nd method, as the list of values is most helpful for my use. I appreciate the response!

i hope i did understand your right, and here is how you can store values in a list which you can "load/get" at any frame.
In my example i generate a random float list for every frame, get the max value and store this in a list.

result:
frame 1:

frame 2: (and so on)

Thanks Chris, this worked! I should've explained myself better, but didn't even realize when asking the question, that a list of all the values is actually the most helpful for my case.

Glad I could help!


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Coding Lorenz Attractor (Sverchock)
I am trying to write a script to make a Lorenz attractor, using sverchok nodes, similar to this video: https://www.youtube.com/watch?v=V7xaPvaz0Ug
Using this script with the Scripted Node Lite does not work and running this script in Blender's text editor produces the following error from the console:
"Traceback (most recent call last):
File "D:\0_RMaps\Projects\1700_Attractors\Blend Files\Attractors_v1.blend\Attractor_ChaoticAtmosphere_Lorenz.py", line 45, in
NameError: name 'number' is not defined
Error: Python script failed, check the message in the system console"
"""
in number s d=1000 n=2
in dt s d=0.01 n=2
in sigma s d=10.0 n=2
in phi s d=28.0 n=2
in beta s d=2.6667 n=2
out vertex v
out edges s
"""

import math

def Lorenz(n, t, sig, ph, bet):

    x = 0.1
    y = 0.1
    z = 0.1
    s = sig
    p = ph
    b = bet

    for i in range(n):
        dx = s*(y-x) * t
        x = x + dx

        dy = x*(p-z) * t
        y = y + dy

        dz = (x*y-b*z) * t
        z = z + dz

        p = [x,y,z]

        vertex.append(p)

    for i in range(n - 1):
        v1 = i
        v2 = i + 1
        newEdge = (v1, v2)
        edges.append(newEdge)

    print(vertex)

Lorenz(number, dt, sigma, phi, beta)

I also made a script for the Three-Scroll Attractor here:  https://chaoticatmospheres.com/mathrules-strange-attractors, which works. The script I used for the Three-Scroll is:
"""
in number s d=100 n=2
in dt s d=0.01 n=2
in a s d=40.0 n=2
in b s d=0.833 n=2
in c s d=0.5 n=2
in d s d=0.65 n=2
in e s d=20.0 n=2
out vertex v
out edges s
"""

import math

def Lorenz(n, t, p1, p2, p3, p4, p5):

    x = 0.1
    y = 0.1
    z = 0.1

    a = p1
    b = p2
    c = p3
    d = p4
    e = p5

    for i in range(n):
        dx = (a*(y-x)+c*x*z) * t
        x = x + dx

        dy = (e*y-x*z) * t
        y = y + dy

        dz = (b*z+x*y-d*x**2) * t
        z = z + dz

        p = [x,y,z]
        vertex.append(p)

    for i in range(n - 1):
        v1 = i
        v2 = i + 1
        newEdge = (v1, v2)
        edges.append(newEdge)

Lorenz(number, dt, a, b, c, d, e)

Not sure where to go from here. From the console error, it seems something is wrong with the 'number' input, but I'm having trouble seeing how this input works for the second script, but not the second.
Any help would be greatly appreciated. Thanks,

the python interpreter won't help you here, because the "python"-code is interpreted by Sverchok. So python doesn't show you here the "right" error.
You have to update your custom node

in order to see the "right" error which is thrown by Sverchok.
Anyway...here is code that runs:
"""
in number s d=1000 n=2
in dt s d=0.01 n=2
in sigma s d=10.0 n=2
in phi s d=28.0 n=2
in beta s d=2.6667 n=2
out vertex v
out edges s
"""

import math

def Lorenz(n, t, sig, ph, bet):

    x = 0.1
    y = 0.1
    z = 0.1
    s = sig
    p = ph
    b = bet

    for i in range(n):

        print("i:",i)

        dx = s*(y-x) * t
        x = x + dx
        dy = x*(p-z)*t

        y = y + dy

        dz = (x*y-b*z) * t

        z = z + dz

        v = [x,y,z]

        vertex.append(v)

    for i in range(n - 1):
        v1 = i
        v2 = i + 1
        newEdge = (v1, v2)
        edges.append(newEdge)

Lorenz(number, dt, sigma, phi, beta)

vertex = [vertex]
edges = [edges]

result:

Sverchoks "demands" here another bracket, so the four lines to solve your problem was this:
vertex = [vertex]
edges = [edges]

and
v = [x,y,z]
vertex.append(v)

You used p as input variable (phi) and later as vector. So this line here
dy = x*(p-z) * t

got a type conflict error because in the first run of the loop p was just a number, but in the second run you declared it as vector.

Great! Obviously I overlooked using p twice, thanks for pointing that out. I also didn't realize adding brackets around vertex and edges takes care of wrapping, I had been using the socket handle options. Glad I won't have to do that tedious step anymore.

Don’t worry. I made exactly the same mistake with the wrapping…


text:
Controlling polygons by index value, from list of vertices (sverchok addon)
I am trying to display multiple polygons, from a list of vertices, in blender using the sverchok addon. For this project, the polygons are Madagascar and the rest of Africa. Here are the project files, which include the blend file, list of vertices (csv file), and screenshot of node setup: https://drive.google.com/file/d/116p-ee0Kfepi6Bimn28tdLYf-3kKryQD/view?usp=sharing
The csv file has the following columns (relevant columns are bold):

fid = index of all the vertices in the list (ranges from 1 to 405 for the 405 total vertices in the list)
CONTINENT = ignore this column, was generated earlier in GIS, should not be relevant now
Geom2 = ignore this column, was generated earlier in GIS, should not be relevant now
vertex_index = index of the vertices unique to each polygon (ranges from 0 to 355 for the 356 vertices making up mainland Africa, then ranges from 0 to 48 for the 49 vertices making up Madagascar)
vertex_part = index of the polygons, 0 = Africa (mainland), 1 = Madagascar
vertex_part_ring = ignore this column, was generated earlier in GIS, should not be relevant now
vertex_part_index = same as the vertex_index column
distance = ignore this column, was generated earlier in GIS, should not be relevant now
angle = ignore this column, was generated earlier in GIS, should not be relevant now
x = x-coordinate of vertex (longitude, in decimal degrees)
y = y-coordinate of vertex (latitude, in decimal degrees)

Using the sverchok addon, I was able to get a working node setup:

Where the vertices are filtered by the vertex_part value. However, in order to display both polygons I had to duplicate the node setup, and change the vertex_part value for the second node setup (i.e. the only difference between the Africa and Madagascar frames is the Y value in the "Equal" logic node).
So, my question is, is there a way to filter/display/list the vertices so that I do not have to duplicate the node setup for every new polygon?
Although duplicating this node setup isn't much trouble for only a few polygons, I would like to work with larger datasets with many more polygons. For instance, duplicating the node setup would not be feasible if I were working with world-wide country data.
Thanks,

the only thing - join list node for 0,1 duality.
Also you can use wrap option of float2int output socket instead list join
if you have more that two options there should be other approach

Thanks nikitron, I really appreciate the help. I am curious how to achieve this for more than two polygons, but I will ask that in a separate question and put together another example dataset.


text:
Relax vertices in Geometry Nodes
Geometry nodes are indeed powerful, yet strange in the way it solves certain problems. I'm a bit surprised though that most modifiers and operators do not have a counterpart. Relax is one of them. I want to implement it using nodes, but I don't know how to access the neighbor vertices, needed to compute a new position for a relaxed vertex.
How can this be done?

The topology nodes are presented in 3.4 version. Using that nodes, you can build a setup like this one:

Basically, this 4 nodes gets neighboring vertex position:


text:
How to generate UVs for two diferent meshes generated by geometry nodes?
I have a nodes setup to generate a sort of "island" from an edge line. From there, I generate a side wall mesh in a branch of the graph and a "cap" mesh in the other branch. In the end, I Join Geometry then together. I also generate UVs for the UV in separate and output then to a custom channel.
It worked well for the first mesh alone.
When I generate it for the second mesh, I try to add the vectors to fuse them in the output (wrongly assuming the node would receive a zero vector for missing vertices). It works for the second mesh but messes with the second one.
Here you can see the results when UVs are added up (the grass texture maps correctly on the 2nd mesh, but the 1st mesh's brown wall texture gets warped) and when I sever the connection to the second UV (grass obviously gets no UVs and the wall texture gets right).

This mesh will be exported to FBX and be used externally, so outputting each geometry UVs to a different custom channel is out of question.

You don't show your entire setup so it's hard to say where you make a mistake…

I figured out what I should be doing. Outputting the UV information as an Output Attribute works, but only for simpler setups. Instead, use a Store Named Attribute node of Vector as type, Face corner as domain and name the attribute as the named attribute your shader uses as mapping coordinates.
This way, you can store the information just in the geometry generated until that point of your geometry nodes tree. Repeat this for all geometries you generate. The information shall be preserved when you Join Geometry them.
If you need to export the model to FBX, just Convert it to mesh, then convert the named attributes as UVMap channels prior to exporting.


text:
Is there a way of grouping geometry nodes input fields in foldouts in the UI?
Is there a way of grouping inputs in the Properties Panel into foldouts? I'm creating a huge geometry node graph with a lot of inputs and things are becoming a little out of hand.

Not yet, but the need for more advanced options like collapsible sub-panels and sockets for dynamic options (checkmarks for Switch node inputs instead of the current 0 | 1 slider, for instance) has been a topic of discussion in the community for the last few months and after BCON22 they've posted a roadmap/to-do list sort of thing, which includes a first draft for complex nodes and node groups, pictured below. Notice the "Advanced" foldout.
How long before it is available to use is another matter, obviously.

I see what they're doing. I'm more concerned with the properties panel, though. That's the UI I'm gonna use when my pipeline is finished.

I believe it's part of the same project—they share basically the same infrastructure after all, and people complaining about how insufficient Group output panel options (i.e. Properties interface) felt was the whole reason it became a topic in the first place (since so many Geometry Nodes setups started being made).


text:
Create grayscale masks in Blender like Gimp
I want to create an image only with highlights in Blender using the following method:
Image -> increase lightness = Image 2
Image 2 -> covert to black and white = BW-Mask
apply BW-Mask to image 2 like in Gimp to get Image 3 than contains only highlights and the rest of the image is transparent.
Thanks in advance...

All you have to do is to multiply the image by a variable using the Converter --> Math node (This will automatically convert to BW).
Then you use the Converter --> Set alpha node while using the same image as the mask.

Thanks Omar a lot for answering so fast. Your input was very  helpful.
My initial intention is to create a basic HDR effect on a movie by increasing the highlights.
Now I have created tow versions of the input image: one with more highlights and the other with more shadows.
I created masks according to your description to filter the images. Now I want to merge the pictures together using the color mix but I do not  get desired result. Do you have an idea?

Here is an overview of my workflow:
https://goo.gl/EZklcA

@PacodeLucia Contrast enhancement of HDRI image seems like an advanced topic for a simple node tree, When I have time I will explore some algorithms and implement a solution and get back to you.

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


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Why does 24fps on blender appear slower than elsewhere?
I've made several gif animations using blender and I always find them when played back on blender (at 24fps) they are slower than when I create the actual gif using an external application at the same rate.
Anyone know why this is?
It is extremely frustrating me

GIF files playback rates are unpredictable, I'd assume that blender's conversion codec for GIFs isn't good. Try rendering the animation as a movie file then converting. EDIT: Did you mean when you play back the GIF in blender, it plays slower than if you played the same GIF in other programs? If so that's just what blender does, I don't think there's an actual fix for it.

Yes @JoshSilveous, the playback of the rendered animation in blender is slower than when I create a gif from the frames with another program. Perhaps the playback just plays slower than it really is.

Blender is counting frames instead of seconds so it is probably that the frames do get a different time value.
The other thing is that it is two standards in the FPS, 24 and 23.976. That might be the problem also.

It is possible that the FPS in the preview is different from the final also.

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


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How to lock camera to Follow automatically and rotate only on command without scripts, empties
I see a lot of people being suggest scripts or using as empty or track object (constraint), but the problem with Blender is it follows everything the object its a Child to (when object moves that is fine, but if the object rotates the camera rotates too).
The only thing I haven't tried is making the camera Parent, so that way the object moves with camera, but that means I have to move the camera to move the object.

To tell you the truth...at first I didn't know or realize how powerful they can be.

Instead of parenting, try a Copy Location constraint. Enabling the offset option allows the camera to follow the object at a set distance and it will ignore any rotation of the object it is following.


text:
Creating shape keys using Python
I want to use the Python API to create a sequence of absolute shape keys that deform a mesh over time, however I'm having a lot of trouble figuring out the proper way to do that.
Currently I'm trying to mimic how I would do it by hand, i.e. using bpy.ops, which I'm sure isn't the best way to begin with, but even then I can't get it to work. A minimal sample of what I'm trying to do:
import bpy

if __name__ == '__main__':
    # Create nx*ny points as a starting mesh
    nx = 11
    ny = 11
    data = [(x/10., y/10., (x**2+y**2)/200.) \
        for x in range(nx) for y in range(ny)]

    # Create edge loops to define faces
    faces = []
    count  = 0
    for i in range(ny*(nx-1)):
        if count < ny-1:
            faces.append((i, i+1, i+ny+1, i+ny))
            count += 1
        else:
            count = 0

    # Create mesh and object
    mesh = bpy.data.meshes.new('mesh')
    obj = bpy.data.objects.new('obj', mesh)
    obj.location = (0, 0, 0)
    bpy.context.scene.objects.link(obj)
    mesh.from_pydata(data, [], faces)
    mesh.update(calc_edges = True)

    verts = obj.data.vertices

    # Create a base shape key. This much seems to work.
    bpy.context.scene.objects.active = obj
    bpy.ops.object.shape_key_add()
    bpy.ops.object.shape_key_retime()
    obj.data.shape_keys.use_relative = False
    skeys = obj.data.shape_keys
    skbs = skeys.key_blocks
    skbs[obj.active_shape_key_index].interpolation = 'KEY_LINEAR'

    # Create 10 sequential deformations
    for n in range(10):
        # Create new shape key
        bpy.ops.object.shape_key_add()
        skbs[obj.active_shape_key_index].interpolation = 'KEY_LINEAR'
        bpy.ops.object.shape_key_move(type='BOTTOM')
        bpy.ops.object.mode_set(mode='EDIT')

        # Deform the mesh
        for i in range(len(verts)):
            verts[i].co.z *= data[i][2]
        mesh.update(calc_edges=True)
        bpy.ops.object.mode_set(mode='OBJECT')

This does create the shape keys and put them in the correct order, but the mesh deformations aren't linked to the keys (because I'm modifying the vertices directly instead of using the edit-mode tools?), so the mesh always resembles the initial data. If I manually add another shape key after running this script, it magically takes the geometry of the last iteration, but the ones in between still don't seem to do anything.
What is the proper way to implement this (ideally without as much reliance on bpy.ops)?

You can create shapekeys directly as well as set the position of each vertex for each shapekey without using edit mode or even changing the active object. An object has a shape_key_add method that you should use instead of the operator, one advantage of the object method is that it returns the shapekey it creates, so you don't have to use an index into the array or set the active shapekey, you just work with each shapekey you create.
Each shapekey block has a data property that holds the location of each vertex in the object.
So after creating the mesh object -
verts = obj.data.vertices

sk_basis = obj.shape_key_add('Basis')
sk_basis.interpolation = 'KEY_LINEAR'
obj.data.shape_keys.use_relative = False

# Create 10 sequential deformations
for n in range(10):
    # Create new shape key
    sk = obj.shape_key_add('Deform')
    sk.interpolation = 'KEY_LINEAR'

    # position each vert
    for i in range(len(verts)):
        sk.data[i].co.z *= data[i][2]

Well, I feel like an idiot for missing that function. Unfortunately, though, the same problem still exists: the mesh does not deform when I change the evaluation time. When I manually add a new shape key, the mesh deforms from the initial to final shapes between times 100 and 110, i.e. only the manually added shape key works properly.

Turns out adding from_mix=False to shape_key_add() does the trick. Oh, and I had to swap the "create shape key" and "deform mesh" blocks.


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Animations not playing together in a gltf
I have a project going and it consists of everything sitting still and two animations. I have a character moving and a butterfly moving. However I've been spending countless hours trying to get them to play together when its exported as a gltf or glb. In blender I can move the timeline and the animation plays. My character moves his head and the butterfly flaps its wings. But when exported, im using the standard Microsoft 3d viewer and it only lets me play one or the other. Im trying to get them to play at the same time. Any idea as to what im doing wrong or how to get this to work?

Try disabling "Group by NLA Track" on the export screen.

I tried that and I ended up with the same results.

Upload .blend file.

Ok, Here it is, https://www.mediafire.com/file/xnuofxgfzfei1fh/Tree_of_life.blend/file

Group By NLA Track = ON
When this is on, you just need to open the NLA Editor and change the track name from "NLA Track.whatever" to the name you want the animation to have. Give two tracks the same name to make them part of the same glTF animation (ie. they play at the same time).
For example, this is what I did to make your animations play at once.

The Action.001 on Armature.002 also get exported (Action on Armature would too if it had any keyframes). You might want to clean those up.
Group by NLA Tracks = OFF
This is supposed to export all the active actions as one glTF animation I think (not entirely sure...). If you just assign the actions you want to each object and don't use NLA tracks like this

it also exports playing at once.

Thank you so much! it worked out just fine! ;)


text:
TextFx add on isnt showing up
I've installed TextFx add on but it doesn't show up. It says I need to upgrade but I'm using 2.93. I even downloaded a older version on Blender 2.8 just to see if I could get to work and it says the same thing. When I hit N it only shows Item Tool View. I would really like to use this add on.

The message means that the actual add-on needs to be updated to work with Blender 2.8+. Suggest ask the author of the add-on to update it... there is nothing we can do.

No, its the same problem but the answer didn't work. For some reason the add on isn't working. Saying update required.

I found the problem, I found another version that works. I guess I had a old version of it.


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Applied texture appears transparent when loading in ThreeJs
I am a newbie in blender, just started learning the basics, don't have sound understanding of 3d modeling yet, so I've applied a material texture in blender, but when I'm importing this using ThreeJs that portion of the model just appears transparent in the browser.
In blender it's like the model hand is like this:

this part of the model is using an image texture as surface paint

But when loading this in the browser with ThreeJs
using this snippet:
const fbxLoader = new GLTFLoader(manager)
for (const model of Object.values(models)) {
fbxLoader.load(model.url, (fbx) => {
  model.fbx = fbx

  if (model.url.indexOf("drum") > -1) {
    model.fbx.name = "drumShiva"
  } else if (model.url.indexOf("shiva") > -1) {
    model.fbx.name = "shiva"
  }

}, undefined, function ( error ) {
  console.error( error );
})

}
the result I'm getting is this:

it appears like a hole, completely transparent
By the way, if someone would be interested to see the url were this is being published, this is the one: (https://krishna-disse.web.app/shiva)

Maybe make sure normals are pointing outside (Viewport overlays > enable Face Orientation to see if all is blue, if red, recalculate them).

Hi @MrZak, I´ve done that, and they are all blue. But the hole in the hand still continues. I´m using 'Diffuse BSDF' as material. I wonder if this is accepted standard to be exported in glb file


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Mask not fully masking
So I made a mask of a clip then applied it to the same clip in the video editor but part of the mask is missing. Mask:  Video:

Output? I never outputted and they are both the same vid

Output option Dimensions > Resolution affects some things in the workflow regardless whether something was already rendered or not. One of things which depend on that is masking. So do render resolution set in Output options and resolution of the video you loaded into the VSE match ?


text:
Matching identical objects in two models
I have two separate collections:
each of these collections both contain an identical object (blue cone). In reality, it is much more complex than this example and the shared object could be like in the middle of hundreds of other objects. How can I select the shared object then merge the shape into something like this:

Found this tool which does exactly what I want but I am looking for a free way to do it that might be a little more work but still does the same job without having to manually line it up: https://www.youtube.com/watch?v=BcGM76dwF_s

You can do this:

set the origins of these identical objects to geometry -> In object mode choose the first object in the top menu, select Object->Set Origin->Origin to Geometry (do this for both objects)
With both object selected press "Ctrl"+"a" ->"All transforms" -- just in case reset the transforms.
select the object which you want to remains in the current position
press "Shift"+S -> select "Cursor to selected"
select the second object
6)press "Shift"+S -> select "Selection to cursor"
The second object will match the first.

Parent the objects in each collection to the cone in that collection by selecting all of them, with the cone as the active, and pressing Ctrl+P->Object(Keep transform)
Do this for both collections.

If you have changed the origin on those cones at some point (like applying the rotation or muved the geometry in edit mode), select them and got to Object->Set Origin->Origin to geometry. Do it for both of them.
If you haven't altered the origins you can ignore this step.

Then, select both cones, the last selection (active one) will not move.
Open the 'N' menu and in the 'Item' tab, right click on the location and select 'Copy All to selected'

This will copy the Active's location to the selected object/s.

Do the same thing with the Rotation and Scale if needed to have them perfectly aligned.

(You can also select Copy Single when doing this to align only the X,Y or Z values that you are right clicking on)
Now unparent one of the collections by selecting them and pressing Alt+P->Clear and keep Transformation. Then delete that cone


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Animation nodes list remove bug?
Maybe this is meant not to work but when I try to remove an element from a polygon indices list, the an shows me an error. Same thing if I try to loop to fake a list copy

Here for example I want to remove the 4th and seventh faces from the polygon index lists, and it shows me the red border.
Can someone explain why this is happening? I don't see any clear reason.
Also the remove list element node works perfectly for edge indices and vertices locations
I am using a cython version of an, maybe this is the problem

I think this is part of the Cython implementation and polygon index list is missing some item accessors (maybe) and that should be reported https://github.com/JacquesLucke/animation_nodes/issues?page=1&q=is%3Aissue+is%3Aopen.

There are 8 polygon indices in the list, their elements indices ranges between 0 and 7.
When you removed the polygon indices at index 4, you actually removed the 5th element not the the 4th (because indices starts from zero). Anyway, now you have 7 polygon indices that their elements indices ranges between 0 and 6, you are trying to remove the element at index 7 (8th element) which doesn't exist. Thats why there is an error, not sure why it is fatal though.
So, if you want to remove the 5th and 7th element, remove the element at index 4, then remove the element at index 6.

thanks for your answer Omar Ahmad, this was a mistake from me, but actually it didn't work either if I removed only the item at index 4. I reported the issue in on github, hopefully it will get fixed soon. I think as lemon said, this is part of the Cython implementation (though I didn't try in the master version)

the error show in the console: Subscript deletion not supported by animation_nodes.data_structures.lists.polygon_indices_list.PolygonIndicesList


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I can't center the spherical gradient texture on the plane
I'm trying to follow this tutorial by BMBrice to create a rigged 2D eye texture. I've visited this tutorial a couple times in the past, but I get stuck at the first couple of steps. I can't center the spherical gradient texture on the plane. It's supposed to be centered and able to scale uniformly, I can't seem to fix it.
My setup

vs
His setup

And if I go the negative direction. It centers visually, but if I try to scale it, the center is off.

In the tutorial, he doesn't really touch the UV other than to make a butt joke. So, I'm not sure if I have to do something to the UV to get the texture centered.

Look at the signs of "Location"

I can't believe I missed that. It was just a matter of switching the type to texture on the mapping node.


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Lock Rotation of Face
When I rotate a mesh, I'd like the rotation of one face to stay the same but the rest of the mesh to rotate, is there a way I can lock the rotation of the face? Thanks!

You can use the Hook modifier.

Select the face and add it to a new vertex group
Add a new empty (position doesn't matter)
Add Hook modifier to your Object and target the Empty and the vertex group

This cube has a "Static Face" vertex group containing one face

Tysm! That worked perfectly! :D

Happy to help :)

Ha :) I had never think about the use a Hook as stabiliser :) Thanks

I don't know what is the purpose, but there can be used other methods can be ...

Edit Mode

select all with one face excluded
if pivot should be object origin - snap Cursor to Origin and switch Pivot Point to 3D Cursor

Issue can raise in animation, because to animate vertices you will have to use ShapeKeys, and because vertices are transformed on shortest way from one key to another shape is deformed between keyframes.
Bone
... you can use an armature:

Add an Armature > Bone
Select Mesh, Shift select Armature, Parent to Ctrl+P Armature With Empty Group
Select Mesh, switch to Edit mode select all with face vertices excluded and in Properties editor, > Data tab > Vertex Groups select newly created Bone group and click Assign button

Hook
... or use a Hook in opposite way as Jachym's answer. He's using it as stabiliser for a face, but you can also revert this by assigning all vertices excluded one face into vertex group. Mesh stay untouched and you will use a Hook (Empty or any other object used as hook) as transformer.


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Create Rice Krispies In Chocolate
I'd like to replicate the picture below. I already know how to create the basic chocolate, however I'm unable to wrap my head around creating the rice krispy bumps on the surface. If anybody knows of an easy way to do this without individually making and placing hundreds of little rice krispy bits, that'd be greatly appreciated. Thankyou! :)

You could use Sculpt, I'm voting to reopen your question so that I can propose an answer with this method

@moonboots This is still, in my opinion, a duplicate. Probably better to just add your new answer on the other question.

Here is the result with sculpt, I doubt it answer the other question which asks for cavity, not bumps? https://zupimages.net/up/20/34/8dar.jpg

You could accomplish this with a shader. The acitve ingredient is the Noise Texture connected through the height input of a Bump Node.  I added the Diaplacement for added effect, but it is optional (especially in eevee). The rest, I just used as an example of how the whole thing can be made through a shader (not just the crispy bits), should you choose to do so.

With a just a bit more complexity to the graph in the form of removing the Z input vector on the Noise Texture, you can achieve a melted, or cut look on the sides, and another noise texture (clamped with a ColorRamp) adds some more "rice bits" showing through. I also combined the "rice bits" to make a roughness texture so they don't shine like the "chocolate". The more complex you make the graph, the closer to real you can get.


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Nigeria Female headtie ( called Gele in Nigeria)
I'm trying to model a female headtie popular used in Nigerian wedding as shown in the images below , i dont realy know exactly how to go about it, im a bit confused either to use clothes feature in blender , or some sort of array modifier  and bend modifiers . Any help will be appreciated
some the links below will give you an idea
https://www.wikihow.com/Tie-a-Gele
https://www.concise.ng/2019/03/07/how-to-tie-gele/

I don't feel qualified to answer this - hence the comment only - but I would model the basic form using ordinary mesh, then get the cloth detail there with the texture - especially in the bump channel.  Maybe the beads could be a particle system or an array.

i will see what i can do , thanks for taking your time to comment

You could begin with an extruded circle, then some bevels, some additional extrusions if necessary, and deform it a bit with the Proportional Editing option on. Then give it a Subdivision Surface modifier:

For the other side, duplicate and mirror your object. For the node, create a profile shape and a curve, use an Array and a Curve modifier to make the profile follow the curve, then apply the modifiers and again, rework a bit with the Proportional Editing so that it looks a bit more natural (needs to be improved of course). Give it a fabric texture:

wow that is impressive and perfect, i wished you did a video recording of this and share a youtube link with us but i still appreciate your answer , i will gradually follow it. Thanks

still struggling with the extrusion in the image 2 and 3 , mine simply extruded the loop cuts straight up without the bent faces shown in yours

actually what I've done is moving up several edge loops then beveling with ctrl B, but you could as well select faces and extrude up...

ok , i got it , thanks and sorry for for asking too much


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When Blender 2.8 release date?
Currently blender 2.8 beta is available , so when is the release version will do?
also I need a tutorial for that version...
thanks in advance

Beta version is not enough to you for now? Are you a professional, if you are learning, Beta or 2.79 version should be enough for it. If you only want to know the realese date, so it is not yet declared by the Blender foundation.

When its Ready™

I'm voting to close this question as off-topic because it's speculating about Blender development.

Update 12-4-19
Mid May will be the UI Cleaning. July will be the first temptive date:
https://code.blender.org/2019/04/2-80-release-plan/

Today´s Blender episode may have some answers for you:
https://youtu.be/f71Joh_mNnU
Overall, the developers are going to be teamed up like the Avenger's end game, you know...because we don´t move on. Jokes aside, the devs are putting hard effort to finish Blender 2.8 and set up some deep code things for the future. These include:

Everything Nodes
New Outliner (hypergraph) - Which basically ordains how data is stored in Blender
New Asset managment (Like standard 3d applications elsewhere)
Graphic improvement with Eevee (Higher, Further, Faster, baby).

And it´s most likely that a solid release for Blender 2.8 is on the horizon of the last quarter of the year (to say the least). Why? Because around October is the Blender Conference which year after year is the goal to present new Blender improvements.
Vote me up as answer, if you find this URL VIDEO, these summarized points on what Devs are working on and a possible RELEASE DATE, useful. Thanks.
BFCT_Schiller


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How to Make Particle Hair Emission Dissipate and Regrow?
I'm trying to make each individual hair project from the center and dissolve once reaching a set length, all while others are replacing it, in order to keep the structure of the ball.
Tried a keyframing length of hairs but that would carry the entire clump.

I made the render setting "Line" and adjusted some parameters.


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Dolly Zoom breaks orthographic view (Blender 2.8)
Is there a way to dolly zoom in an orthographic view without it switching to a 3D perspective view? I much prefer to work with a dolly zoom over a mouse wheel incremental zoom.

I solved this issue by using the view3d.zoom tool instead of the view3d.dolly tool. As far as I can tell, they work the same, but the view3d.zoom doesn't break an orthographic view. Problem solved!


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Dimension vs scale
I'm creating a sofa in blender and working in inches. If I create a seat cushion 24x24x4 and this shows in the properties panel (N) dimensions, why do the values in the SCALE for x,y&z change - apparently to half that of my x,y&z dimensions?

I don't know how to measure my object to see if my object is equal to the dimension values or the scale values.

Somewhere along the line you have scaled your cushion in Object mode. Now to set the scale back to 1 in all three axis you need to apply the scale. To do that, in Object mode, with your cushion selected hit the keyboard shortcut Ctrl A to open the Apply menu and choose the Scale option. Now your cushion will truly measure 24 x 24 x 4 :) .

Dimensions are the actual size of your mesh. Scale is the object's size relative to its base size.
For example, if you took a 2x2x2 cube, its dimensions would be 2x2x2 and its scale would be [1, 1, 1]. If you double the size of the cube, the dimensions are now 4x4x4 and the scale is [2, 2, 2] since 4x4x4 (the object's current size) is double the volume of 2x2x2 (the object's base size).
To answer your question, your scale is probably different because you scaled it in object mode (as 3fingeredfrog said in the OP's comments). To make it [1, 1, 1] scale while maintaining the dimensions, press CTRLA and select Scale. Tada!

Thank you, that makes sense. Sounds like I can just ignore the changing scale as long as my object dimensions are correct.

@b0rdrgrl Well, you really should try to keep the scale [1,1,1] in the end because when you do certain operations (such as UV unwrapping) with a non-[1,1,1] scale, it gets weird.


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modeling in blender units
Does it make sense to simply model in blender units? My thinking is if I model in blender units and just think of them as inches, feet, mm etc. Now if I want to append a "blender unit" object into a scene that I consider in inches, can I measure a length on the appended object and simply scale that object by a multiplier to make it match the proportion of the scene that I need? Would this work?


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How to set camera to view the whole floorplan?
My floorplan units are set to inches. I added a camera to view from the top as shown but when I hit (0) for camera view, I have a feeling it is view a small portion with no detail in it. I zoomed all the way out and played with camera scale but camera view shows nothing. Any advise? Thanks

Your camera clipping end value is too small. Try setting it to 15' or more.
The floor plan is 14' 8.58" away from the camera, but the camera end clip value is 8' 4". This means that no objects further than 8' 4" away from the camera will be displayed in the camera view.

Also, make sure that the camera clipping start is smaller than the distance between the object and the camera, for the same reason.

Ah! That's what S: and End: mean! Thank you.


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how to add siding to exterior of building
If I have a building and the walls are one object, is it possible to make the front exterior wall have a stone texture and the back exterior wall horizontal metal siding, for example? Likewise on an interior room can there be painted walls and a wall papered accent wall if the room's walls are a single object? How are these examples achieved? So far it appears to me that if I assign a material and texture to an object the whole object is affected. How is it possible to apply a different material/texture to a surface of the object.

Possible duplicate of Add different materials to different parts of a mesh?

In edit mode select the ominous faces and assign material for them.


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Sverchok Vector Interpolation Example
Hey I'm super new to sverchok! So I'm trying to learn how you take two lines and interpolate them into a plane like they do in the example within the sverchok docs (https://sverchok.readthedocs.io/en/latest/nodes/vector/interpolation_mk3.html). However, the views of the node systems aren't entirely present in the pics and I can't seem to replicate the final plane. I can get the sine output, that much is easy enough. If somebody could show me how the second part of the example is done I'll send them a virtual kiss.
Thanks

on this picture there are two nodes with UV parameters


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Linearly Scale Light Temperature
I want to have a plane which goes from temperature x to temperature y with respect to one of its sides. I was looking into drivers but this doesn't seem to accommodate geometry, only scale and position. Is there anyway that I can linearly increase the emission temperature of a plane surface with respect to the length of one of its sides; say its width.

You can map color temperature like you can map any other shader value with nodes, no need to involve drivers unless required.

Just use either direct texture coordinates as input for a Color Mix node, or use World Coordinates from a Geometry node instead.
Separate the desired direction, use math nodes to adjust length of progression, then feed it into a Color Mix with each temperature plugged to a Color socket.

Alternatively for more complex progression patterns you may use a gradient texture.

Nice answer, are you sure that the color is correctly interpolated with the mix. Wouldn't this be more accurate?

Yup, there's a difference, unless I messed up the math.

You're probably right. My mistake, I didn't give much though to the progression part, since you can basically changing it easily to suit your needs using either gradient textures, UVs or different mixing modes

thanks so much I had no idea there was a geometry node!!!


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Intersecting problem with rigid bodies
There is a mechanism shown in the figure_1; a rotating gear interacts with a grip.
There is no problem (figure_2) until I change the grip shape with the same setting as previous, where the model crashes (figure_3).
Healthy grip and ill grip settings are shown in figure_4 and figure_5 respectively.
Grip rotation is due to a hinge constraint. I think the problem is due to that when grip collides with the gear for the first time, it intersects the gear(figure_6).
Therefore the questions are:
1- Why does grip intersects the gear when it collides with the gear for the first time?
2- Is intersecting issue the main cause of the ill simulation?


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Cannot get Blender image render to display colors properly in other apps
I'm currently trying to bring in some 3D renders from Blender into Affinity Photo/Designer (have tried Krita and Photoshop as well), but I'm finding that the colors are quite dull due to color profile issues (using sRGB/Filmic view transform), which seem to be an issue for many. I've followed quite a few suggestions, and also followed this video (multiple times) https://www.youtube.com/watch?v=K-Z-ha9D9Ro ... I do exactly as stated, but when the OCIO adjustment layers are put on and the image is exported as a png, the colors look exactly the same when opening up the exported PNG in any editing application. I can use things like 32-bit previews, and see the files display correctly in some apps, but the problem is it's totally non-destructive so as soon as I open the image in another application or copy/paste it somewhere, the same issues persist. My export settings are as follows, but I've tried PNG, TIFF etc. as well:
File Format: OpenEXR,
Color: RGBA,
Color Depth: Float(full) 32-bit
Is there something I can do to get these renders to convert/save with the same colors as shown in the render view inside blender? Ideally, what I'm trying to do in the end is to bring these images over to a design tool to work with for some web mockups and be able to use them in some other apps as well, having them look identical to when I've rendered them in Blender. For the life of me, I just can't seem to get the colors to match in a permanent way.

You are thinking about this wrong, I believe. The problem is that applications are extremely poor at handling what scene referred EXRs represent. There is a portion of “image” in them, and a portion is derived by rolling the values through a [Display | Camera] Rendering Transform. The only way to use them is with appropriate applications such as Fusion or Nuke. Affinity can be coaxed to work, but inherits the baggage from other legacy woeful approaches such as PS. This is why the Filmic Log Encoding base is important to use, along with a simple 1D LUT for contrast.


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How to plot 1/x^x in Blender using Z function surface
I am looking to plot math functions in Blender using the Z function surface Add-On.
It works great for functions such as:
1/x**2

But fails for functions like:
1/x**X

which gives error:
Error evaluating expression: 1/( x**x ) (Check the console for more info)

The console shows:
TypeError: can't convert complex to float

...despite Google and Wolfram Alpha being able to plot these easily:

You can wrap your expression in parens add a .real or .imag to get the real or imaginary part, e.g. (1/(x**x)).real.

Beautiful. Thank you.


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Cycles render view is completely grey
So i have a scene where i have 2 objects with a simple Principled BSDF shaders and it's lit with an HDRI. I tried to look at it in the render view, but for some reason it is entirely gray.
Here's how the viewport looks:

And here is how a render of the scene looks:

However, i have no problems in eevee, as you can see here:

Eevee render:

I have no idea what could be causing this. I also have some other objects in another collection, but the collection is disabled for render, so it probably isn't the problem.

Hello Daniela :). Your Render preview is paused. Just click the play symbol in top right corner.


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Mesh issues after using boolean modifier
I've been following Blender Guru's anvil tutorial, and although I have a (seemingly) ok mesh, the subdivision modifier isn't  working correctly, as I get a hard seam where the area carved out by the boolean modifier is. I've attached the Blend File below if anyone would like to take a look at it. Thanks

I downloaded the .blend file, and it seems you just need to recalculate the normals on the areas carved out by the boolean modifier. There's also a stray edge near the base of the anvil that's creating some ugly topology. Remove that stray edge and recalculate the normals and everything should be good to go!


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Newbie needs help with processing a 3D scanned tree
I'm a marine biologist and I'm currently working on a project to 3D print a 1m^3 replica of mangrove trees for the use of ex situ (offsite/in the laboratory) observation of fish behavior.
I've recently posted a question on Reddit (https://www.reddit.com/r/3DScanning/comments/gebzg2/help_with_scanning_a_tree/) and got an advice to try out Blender to process my 3D scanned trees. I have some questions and was hoping I could get some help getting a better understanding on how this software works.

Can I fix holes on my .STL files manually on Sculpt mode (like how I can on images on Photoshop using eraser or brush)? So far I’ve been using the Edit mode, filling with Alt+F, but this mode lags so much on my computer due to the high number of verts, and manual delete is such a pain.
I’ve removed some noise using the edit mode, CTRL+L, CTRL+I and delete. However, I can’t figure out how to get rid of linked junk inside the outer layer of my object. Pic: https://drive.google.com/open?id=14cqgzwI-_OGFdGyU2AI2JvygBbWX7GQA
When trying to solidify, I get blobs coming out of my scanned object (https://drive.google.com/open?id=1BKWV1KmYeLQR5bnJ3lA_h9FLcLLrxlsw) and I don’t know how to fix it. I do have some non manifold edges and intersect faces (checked using the 3D printing toolkit). I saw this post from a few years back but it doesn't seem to work on me. https://www.reddit.com/r/blender/comments/25jxst/easy_way_to_delete_internal_geometry/

Download links to some of the trees I have scanned (.STL):
https://drive.google.com/open?id=1Dldxj_EvpznI282SxPEoSUb68BDBY30O
https://drive.google.com/open?id=1q9cjOiURe2T1J7dYJRu7ZOapitTdvsNp
https://drive.google.com/open?id=1CcBZ1fbjpPw1cu7BHnidkl6xFen3UwQG
Thanks! I'm a newbie so please go easy on me. I definitely have more questions but these should do for now.

Hi welcome to [blender.se]. Please take the tour. Usually only a single question per post is allowed (you create as many threads as you need) but this may be an exception. Please edit your post and upload your images into your post. You have many links in your post, if they go down, the question is hard to understand. Embedding the images will help with that.

Pretty complicated :-) Like you wrote, I started with selecting the main geometry inverted selection and deleted the unconnected geometry. Any command that would make automatic correction freezes the computer as it is dense and complicated mesh. To help this, you can use decimate modifier, which reduce the number of polygon by percents. I cut the polygons from 2 milions to 600 thousand without loosing too much details, If you don't need much detail you can go lower. I think sculpting wouldn't be helpful with hole closing.


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Convert satellite image terrain mesh colours to new solid colours
To attempt to explain - I followed CG Geek's tutorial for converting a satellite / aerial photo to a terrain mesh (https://youtu.be/Mj7Z1P2hUWk) - which worked fine, however I am curious if there is any way to convert the existing mesh colours (which are basically the colours from the photo) to different, more 'solid' colours (i.e. replacing each mesh grid colour with a similar colour within a certain threshold).
I am basically trying to make the terrain look defined. The only aerial photos available are fairly low resolution so when you zoom in it becomes obvious that it's a low-res photo stretched over the terrain.
Any suggestions appreciated.

Maybe of some use, our community resources at least for better imagery. Consider adding some reference to your question, that may help other users answer.

Are we talking shader-whise? There is a threshold node, but it might be tedious to set up.


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Problem importing a SVG logo
I'd like to make a simple animation with an extruded logo.
I've traced the vector logo and saved it into SVG format, then I imported it into Blender.
Everything seems fine, beside the off-centered origin, that's an easy fix.
But once I enter edit mode, I don't see what I'd expect to.
Any ideas on what's happening?

Non edit-mode in yellow box.

Hello :). These are just curve normals. I'm not sure where to disable them in 2.79, but setting the curve as 2D should help too.

Ok, I'll try this out. Thank you.


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Geonodes: Apply point index to group node input
I've set a simple "Leaf" geonode to distort a leaf based on two parameters:

Then, I've set a second "Leaves" geonode, to instance multiple leaves along a curve:

Now I'm trying to apply a different value to each "leaf" created by the "leaves" node.
However, when I plug an "Index Node" to the Group Node, it generates a separate Index for each vertex of the leaf mesh, as expected inside the "Leaf" node, not on the "Leaves", where the Index Node should reflect the Curve points.
What am I missing here?

This answer may help with a hack. If you're prepared to use Blender 3.1a, there's an 'Instance' domain to stash per-instance attributes, which can be captured, and  are successfully inherited on the points of realised geometry.

I'm a bit confused to what you're trying to accomplish. The instances don't exist yet before being instanced by the Instance on Points. You're applying the index to the geometry acting as the blueprint for them, therefore whatever you do to it will be passed on to all instances equally. There are ways to generate different leaves from GN geometry: In 3.1 you can "Pick Instance" from a randomized set of different leaves created beforehand; or you can modify them after instanced with greater control... and effort. What would you like to do?

@Rhaenys This is my first time using geonodes, so I might be trying to do something nonsensical. However, my ideia is to generate gradually different leaves for each point. I get how I could do 2 or 3 models and instantiate them randomly, but what I need is to apply a procedural distortion to each leaf, based on it's position at the curve. Imagine you have a set of straight lines, which can be bent through a parameter, distributed along a curve. I need the first one to be bent 5°, the second 10°, and so on.

can u provide blend file?

If your question has been solved, please be so kind and mark the answer that contributed to the solution as "Accepted answer". This will make it easier for others to see which path leads to the solution, and the question will no longer show as unsolved. Thank you! Here you can find more information: What should I do if someone answers my question?. If you still haven't gotten a solution to your question, please be kind enough to address it.

1.
You can use curve to point node to rotate instances along curve. Also you should try to capture attribute from curve to make additional changes in instances along curve.

2.
If you need to modify objects along curve, you should apply set position node after instance on points node. In this case don't forget to put realize instances node between them. In the example below objects catch the shape of float curve node, and at the same time changes along guide curve.

Beautiful node setup :)

@MarkusvonBroady Thank you :)


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Maya camera navigation while keeping blender keymap
Im learning Blender. I want to keep the native shortcuts for learning purposes but I like Maya's alt centric camera navigation . is there a way to do this?  Thank you

Hey there and welcome. Please provide more details as to how you expect the camera to work, while we may be able to point out where to change things, most likely people answering here are not very familiar with how Maya does it. Help us to help you.

Go to Edit > Preferences > Keymap
Search for "rotate" and set your custom shortcut :

Also, I don't remember if maya rotates the viewport based on selection pivot but to set this behaviour go to Edit > Preferences > Navigation and check the "Orbit around selection" :


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Prevent water entering into boat?
I'm new to blender (v2.92.2) and would like to know how to prevent the water from getting to the boat.
I have used an Ocean Modifier over a plane to create the ocean and modelled the boat.

When I use the difference bool tool by selecting the boat first and then the ocean, the boat disappears.

When I use the difference bool tool by selecting the ocean first and then the boat, the ocean and part of the boat disappear.

Should I be using something different?

Can u provide your blend file?

Since answered, just a note to the "disappearing"... BoolTool > Auto Boolean automatically deletes the differenced object (boat)  ... in case Bool Tool > Brush Boolean - automatically change Viewport Visibility to type Bounds ... you can make it visible back in Object Properties > Viewport Display

You need to create a proxy mesh which you will not be rendering, that encompasses the body of the boat, then add a boolean modifier set to difference to the ocean and set to use the proxy mesh.
Example :

I duplicate the bowl object, increase the mesh's size so there is overlap in the bottom of the bowl.

Then select the ocean object, add a boolean modifier. Don't forget to set the solver to Fast, the Exact solver is pretty buggy.

Don't forget to parent the proxy mesh to the boat object so that it moves with it, and uncheck all the render properties for the proxy so it doesn't show up in rendered view.

Dang! 7 minutes behind with an identical answer !  >8-||

@RobinBetts Wups ! You should have let it up and let the crowd decide which one they prefer :) I personaly don't mind at all

Hehe.. not enough difference :) The objective is to help readers, not to win competitions.

Thank you that worked, with the ocean showing some quirks though! Reference image.

@Kannan you can solve it by enabling auto smooth in the mesh properties, or just adding a solidify modifier should do the trick

@Gorgious Thank you very much, that worked!
Reference Image

Instead of a Boolean you could try using a Shrinkwrap modifier on the Ocean - set to 'Project' - to move the vertices to the under-surface of the boat.

Select the Ocean and add a Shrinkwrap modifier
Set the Method to 'Project'
Set the Axis to 'Z' and enable Negative
Set the Target to your boat
Ensure the Shrinkwrap is after your Ocean modifier in the modifier stack
Adjust the Offset to fine-tune the intersection

Note that you need to ensure your ocean has sufficient geometry.

Thank you, that worked too, but again ocean is showing some quirks! Reference Image.


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Why is Ambient Occlusion creating this extra light? (Eevee) (Includes pic)
Does anyone know why turning AO on is creating this extra light, as well as a sort of bloom effect? This is in Eevee. Thanks.

Can't reproduce. Can you share a .blend with an example of this effect?

@robin I think it may have something to do with the scene being very, very small. That “corridor” is about one fifth the height of the default cube. I think that might be throwing off the AO.

I don't think that there is much you can do. To me, it looks like that large amounts of light in your scene are reflecting off objects onto others. What ambient occlusion does it it doesn't only let light fall from the lamp to the object, but it can bounce off objects onto others. This bloom effect might just be light bouncing off the wall onto other (probably reflective) materials.
Just know I am not positive, as I am just basing my prediction of the picture.
Some things you might be able to do is fiddle with the roughness and specular values of the object. Specular values would probably be better, as they break the rules of light physics.
Hope this helps.


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Can someone explain the benefit of the SSGI addon for Eevee?
I understand that it tries to replicate GI like Cycles, but using it creates noise, which requires more samples, which increases render times, at which point you might as well just use Cycles, which can also take advantage of the pretty decent denoise compositing node. So why is everyone going crazy over this add-on? Is it just because it can create Cycles-like results in the viewport in real-time? I feel like I’m missing something obvious. Thanks.

I haven't tested but there is most likely a easy way to denoise your eevee renders. I have evem denoised non renderings in blender with great succes. Though the results may not be as good because as far as im aware the Denoiser needs to be trained on the particular noise pattern. (please correct me if im wrong)

In Case this answered your question please mark it as correct so the question gets marked as answerd. If you need further deteils ask! so everyone profits :))

TLDR: nice light bounces but faster than Cycles.
As you are aware EEVEE is a much faster render engine than Cycles. It builds on the approach of rasterization instead of raytracing. This means that it basically tries to calculate the color value for each pixel more directly, while raytracer like Cycles is taking an approach of simulating the approximate movement of light through the scene.
This leads to a variety of advantages and shortcomings. One of this shortcomings is that the dogmatic rasterization approach doesn't allow for bounce light (as this falls more into the simulation realm).
This addon works around that particular shortcoming. For example if you are dependent on the speed of EEVEE, can live with most of its shortcomings, but still need light interaction between your objects and can't bake your whole light because you for example have movement in your scene, than this is a quick way to achieve this.


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Where is the camera tab/properties in blender 2.9?
I downloaded blender 2.9, however when I'm trying to put a background image with the camera as in the 2.8 version, I can't find it. I'm attaching an image. Maybe it can help, maybe not. But I can't seem to find anything online that can help me with this annoying problem.

Is the camera selected?

... lol thanks. i hadn't selected it. don't know what i thought.


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How to bevel something on only some faces?
I want to bevel on the side edge(red arrow) but not up at the top part(blue arrow)

I'm struggling to imagine how that would even look? If you bevel only the side edge then the edges presumably won't meet? Or you reduce the dimension of the top edge?

Its sort of unavoidable.  You'll need to transition from the single edge (above) to the split/beveled edge (below) somehow.
If you want the bevel to only be on the vertical part, you can add an edge loop (highlighted) just below the current knee joint, and then select the edge below the edge loop and just bevel that. Then the 'fan' that transitions from no-bevel to bevel will be on the vertical edge.


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Is there a way to take keyframes and snap them to the value of neighbors keys?
There was a script I used in Maya, called Snap Animation by Aaron Koressel, what it did was "Takes current selection of keys and offsets it's values so that it lines up with the neighboring key. Very useful for pasting/rearranging animation and keeping your animation relative to it's neighbor. Or snap a key into a hold and have the neighboring animation offset appropriately."
So I could animate, let's say, a character breathing, then paste this animation into another scene with this character, create a pose in a frame before the breathing animation and then select all of the keyframes except the first one (the one with the new pose), and snap that first breathing key to the new pose, and that would automatically also change the other keys by the same amount, making so that I would have the character now in the breathing in the new pose.
Is there a way to snap a key to the previous one like that on Blender?

You use the NLA for this. Maya also has one.
Here's a walkthrough: https://youtu.be/-SQdHehksJw
You animate in your Fcurve. Open a dopesheet window, switch it to ACTION. Set your first keyframe (it doesn't matter where) and name the action: Breathe_1_10 (if you want to identify the duration for your keyframes, this is very helpful as you will produce ACTION clips). When you're done animating, press PUSH to NLA.
Open an NLA window, you will see an unnamed NLA track, double click it. Name it the same as your action (Breathe_1_10) and now your character's OWN NLA will be available to you wherever you port your character with your breathing animation. While in the NLA window, press N, go to STRIP tab on the right side tabs and scroll down to check-animate influence. That's the track's weight influence. If you want it to "CONTRIBUTE" to the animation, set the Active Strip>Blending>Add (alternatively: combine). They are self-explanatory.
Notice, once you enter the NLA, all the animation will be driven by mixing and combining weight Action clips, no longer it will prioritize the fcurve editor.


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Export armature DAE -> glTF rotates mesh 90 degrees
To reproduce:

Download DAE
Open in Blender
Export to glTF (default settings)
Open exported glTF in Blender
Click on mesh
Go into edit mode
See that it is rotated 90 degrees around the X axis

What Blender version? Doesn't happen for me with 2.91.

I'm running 2.82, I can try updating

glTF importer's skinning improved significantly in 2.83.

Ah, yeah I just tried updating and it looks fixed. Thanks so much for pointing this out!

You can leave it as a comment and I'll accept it as the answer @scurest

The solution was to upgrade Blender from 2.82. 2.83 had big improvements in skinning for the glTF importer.
By the way, if you ever have issues with how a skinned mesh looks in edit mode, you can also try toggling the "Guess Original Bind Pose" option on the glTF import screen.


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Is there any difference in mesh generated by Bool Tool addon vs default Boolean modifier?
Let's imaging that I have two meshes and I want union/diff/intersect them. Probably the default way to do that is to apply a Boolean modifier. The other way is to use the Bool Tool addon. Will these two approaches always generate the same output mesh (if I apply modifiers)?

I don't think it makes any difference, BoolTool is just an addon that makes booleans easier to use, for example it makes the boolean object transparent without the need to go into its display options. Apart from that it creates a classic Boolean modifier.


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Shortcut for changing constraint angle of the Knife tool?
In Blender 2.93 I could enable the Knife tool's angle constraint by pressing C shortcut. By default, it was snapping to 45°. In Blender 3.0 default angle constraint changed to 30°. I know that I can choose the Knife tool in the toolbar, then change the angle constraint amount in the tool settings. But I prefer to use the Knife tool by pressing K shortcut, in that case Knife tool settings are available only through shortcuts, not through UI. So my question is how to make a 45° (or another angle) cut when I called Knife tool through K shortcut?

The constraint shortcut has changed from 'C' to 'A' in Blender 3.0 as shown on the bottom status bar.

@JohnEason Since he complained about the angle and not the use of the constraint per se, I guess he had already figured that out ;)

True and the defaults have indeed changed to 30 degree steps from 45 degree, but I'm a bit confused by your "you can set a custom angle for the Knife Tool on the toolbar as well" statement below? I assume you mean the tool options on the 'N' panel? The problem is that you have to have the N panel open and set to 'Tool' before you actually initiate the knife tool! :^(

@JohnEason but it can be also changed from "A" back to "C" in Knife Tool Modal Map

@Crantisz Which would also mean that you'd have to change the 3.0 'Cut through' shortcut which was originally 'Z' in previous versions! :^)

It can be defined in keymap in user preferences:

(3D View → Mesh → Mesh (Global))
BTW shortcut can be changed from A back to C in Knife Tool Modal Map

You were quicker than me ;)  @Cake_Seller: By the way, there you can set the snapping for K and right below for Shift+K, so if you want you can have two different default angles. Or actually three different angles, you can set a custom angle for the Knife Tool on the toolbar as well.