text:
Blender game bug with Pause menus
I got very weird problem in my game which I am making. To make each level work correct with pause menus, I have made a pause menu for each of levels. I have set the sensors, controllers and actuators identic for each level, only with changing data about to which level switch...

As you see, evrything fits- evrything is identic in each pause menu, just level links are changed... But this Menu works in 1. level (Pause), but does not work in 2. Level (Pause2). Why is it like that and how to fix it?

Can you upload the .blend via Pasteall.com?

Can I use dropbox instead? Pasteall works so slow and it is actually pasteall.org...

https://www.dropbox.com/s/kmchrth4qgbm3fl/Labyrinth.blend?dl=0 And here are the rules: Please don't ise it as yours(do not public or modify with your name).

No any answer?:(


text:
Blender how to make save game in exact directory?
I want to make a nice game, but I need a function, so player can save all his game data. I want to know, how to make it so it saves all game data to the same folder, as the executable Standalone Runtime game file is located. Of course in another folder called Saves, which is located in Game File's folder. Plus, I want to know how to make multiple saves and how to make player able to delete some save files in-game. Please, help me.

Blender treats paths beginning with "//" as relative to the blend file directory. You can use bge.logic.expandPath to get the absolute path that you can use in standard python file calls to create data files containing all the variable data you want to store.

bge.logic.expandPath(path) Converts a blender internal path into a proper file system path.
Use / as directory separator in path You can use ‘//’ at the start of the string to define a relative path; Blender replaces that string by the directory of the startup .blend or runtime file to make a full path name (doesn’t change during the game, even if you load other .blend). The function also converts the directory separator to the local file system format.
Parameters:    path (string) – The path string to be converted/expanded.
Returns:    The converted string
Return type:    string

OK! But how do I make save it in the same folder as runtime game? Could you give examples or images?

P.S. I am not well in Python and I am still learning. I am making most of game parts with Logic Bricks(all I can)

I don't think there is a way to write to disk without python, this could get you started

source: Stack Exchange

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

sort: votes


text:
Why isn't my car reaching it's target?
I am making a game with car AI who is driving around the city. Here are screenshots of Navmesh, target and it's path. Why do car make so short path and doesn't reach the target?

Please, cast answer. It is important for me, because I must release leatest game version as soon as possible...

As your question is worded, it's a bit unclear what you're asking. May you please clarify this sentence? Why do car make so short path and doesn't reach the target?

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


text:
what should I do if lines appear when cutting with a knife?

I have been trying to delete these lines for so long, but I do not know how to do it, please help anyone who understands

See these answers: Eliminating edges connecting islands or this How can I remove jump lines created by boolean modifiers? and this Don't understand why holes needs to be connected to edge. It is not possible to create a hole without (at least) two connecting edges.

Hello, yuni, welcome to BSE.  this does look like a duplicate of questions previously answered well, so it's fair to close it out. Nothing personal. If the other answers are not satisfactory, go ahead and edit your post, explaining why, and we can re-open it for you.

@RobinBetts Stupid question on my behalf: when I vote to close a question and choose another question/answer as duplicate to link to, but later realize another question would have been better for answering (because here are so many with similar topics), can I somehow change my vote to select a different answer? Like in this example, now the link goes to what I first chose, but actually the link I give first in my comment seems to be better in my opinion.

Hi, @GordonBrinkmann .. Not stupid at all.  I can't think of a way. I could do an insta-open-and-reclose for you, but, since the other links are already in the comment .. (thanks for the choice BTW).. I think we can expect yuni to check them out anyway, so no great harm done?.

@RobinBetts No, not any great harm done. I was just taking this opportunity to ask for it since this happens every once in a while to me... I sometimes know there are better answers but just cannot find them.

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


text:
Apply Local Rotation after Transform
I am currently writing my thesis essentially about Camera Re-Localization using SfM. To compare results and measure them properly, I created a dataset with ground truth in Blender. It works as follows: A 3D scanned architecture model, around that circa 10 cameras, these cameras are my ground truth, they will be used as input in the SfM pipeline. The pipeline outputs camera poses in their own coordinate system. These poses will be compared to the ground truth poses in regards to rotation and translation error per pose (how far off the rotation and localtion is).
To compare them, I first need to normalize the estimated poses, so they are overlapping as good as possible. For this I am using a transform to align the estimated poses with the ground truth poses using scale, rotation and translation.
I then apply them and get a new position for the estimated poses. This works very well, BUT now the problem is that the local rotation is not applied, meaning the poses maintain their viewing direction (rotation) after the tranform. Due to this I cannot compare the rotation error, which is really annoying... Also I need this transform to work for a later process, so I definitely need this fixed...
As you can see in the images before and after alignment(highlighted=estimated camera poses), even though the locations after the transform are quite good, the rotation does not change, obviously be cause I never explicitly set it. I tried a few approaches to set the correct local rotation of each camera, but it did not work out yet...

This should probably be a question in a math forum. I rarely used this kind of math in my work, and now I need to use it again. And in addition I am quite bad as it seems. But If anybody is smarter than me and can solve this issue, I would be very happy. Here is my code so far:
 def helmert_transform(ground_truth_points, estimated_points):
    # Compute scale
    centered_gt = ground_truth_points - ground_truth_points[0]
    centered_est = estimated_points - estimated_points[0]
    scale = np.sqrt(np.sum(centered_gt**2) / np.sum(centered_est**2))
    print("Scale:", scale)

    # Compute rotation using SVD
    H = np.dot(centered_est.T, centered_gt)
    U, _, Vt = np.linalg.svd(H)
    rotation = np.dot(Vt.T, U.T)
    print("Initial Rotation Matrix:\n", rotation)

    # Ensure a proper rotation matrix (det(R) = 1)
    if np.linalg.det(rotation) < 0:
        Vt[-1, :] *= -1
        rotation = np.dot(Vt.T, U.T)
    print("Adjusted Rotation Matrix:\n", rotation)

    # Compute translation
    translation = ground_truth_points[0] - scale * np.dot(rotation, estimated_points[0])
    print("Translation:", translation)

    return scale, rotation, translation

# apply transform to a point
def apply_helmert_transform(point, scale, rotation, translation):
    # apply transform to receive new location of point
    transformed_point = scale * np.dot(point, rotation.T) + translation
    return transformed_point

# align estimated camera poses to ground truth poses
# top_cams = map of selected 3 poses for optimal transform calculation (containing ground truth 'c1' and estimated 'c2' camera poses mapped correctly)
# est_cams = all estimated camera poses to be aligned
def align_estimated_to_ground_truth(est_cams, top_cams):
    # Extract the top cameras' positions
    gt_positions = np.array([cam["c1"].location for cam in top_cams])
    est_positions = np.array([cam["c2"].location for cam in top_cams])

    # Compute the Helmert transformation
    scale, rotation, translation = helmert_transform(gt_positions, est_positions)

    # Apply the transformation to all estimated camera poses
    apply_to = est_cams
    for cam in apply_to:
        est_position = np.array(cam.location)
        transformed_position = apply_helmert_transform(
            est_position, scale, rotation, translation
        )
        cam.location = transformed_position

Ok I found it out myself! To get the local rotation you need to inverse the rotation matrix and apply it to the cameras location:
try:
    local_rot = Matrix(np.linalg.inv(rotation)).transposed().to_euler()
except np.linalg.LinAlgError as e:
    raise Exception(
        f"Failed to apply local rotation due to not inversible rotation matrix: {e}"
    )

Then in the cam transform loop:
cam.rotation_euler.rotate(local_rot)

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


text:
Is there a method for using Photoshop .abr brushes within grease pencil?
Tutorials I found aren't clear on how to import them. I tried using converted PNGs, but the color of the stroke stays white and looks bad.
Straightforward steps on how to do this would be very helpful!

I haven't used Photoshop before and I can't seem to find a good tutorial that shows how to do it so I can honestly say just try importing it as every option Blender has and see if that works. Have you tried svg or jpg?


text:
How can i make the Bevel tool have the new edges be non linear?
I bevel the edge my geometry.
The resulting new edges are always parallel and straight.
How can i make the new edges diverge at an angle or be curves?
I'm not talking about the amount of segments, with 10 segments the outer edges containing the segments will still be parallel.

Have you tried scrolling the mouse wheel as you are bevelling to increase the number of segments? You can also change the segments in the botttom-left operator panel after bevelling.

i just noticed that you can misinterpret my question to deliver this answer^^ i specifically DO NOT talk about the number of segments! i know there will be a "smooth part" between the new edges as soon as i increase the number of segments above 1. my question is how do i manipulate the angle between the 2 new edges that have the new segments between them?

Hello and welcome. Please don't write in all caps, it is the online equivalent of shouting, is harder to read and may be considered rude. You can use the [edit] button below to change you text into regular case.

From my pained understanding of what you're trying to achieve, you should change your bevel mode from Offset to Percent
First run one bevel operation, then expand the 'last operation panel' on the bottom left of the 3D View

yes thats it! you know why i didnt find that myself? because every other width type immediately converts the amount you already beveled to the new functionality of the other width type. except percent... percent sets the value to 0%. so i assumed "its just one of these features that dont apply to my case because nothing happens"

As always i found an incredibly timeconsuming workaround that does exactly what i want. it involves DELETING the edge i want to bevel and then instead bevel every single vertex where the edge used to intersect with horizontal edgeloops.


text:
My Items are different sized in Windows 3D printer that they are in Blender
So my parents are celebrating 40 years of marriage (ruby anniversary) this year. And recently I started using Blender. I have made a project that I wish I could 3D print. (The idea is that the objects in the project would be put on a wall). I set my size in the dimension tab of Blender. But when I export the items as STL. To other programs my objects are smaller that mm. I’ve tried a few things, but nothing seems to work. So, If any of you guys would take the time of your day to help I would be really grateful.
The project file is attached.
I want to make 4x doves (2 facing each side), 2x rings, 2 crystals and the numbers 4 and 1

https://drive.google.com/file/d/1V8FTNHoIwsrGBXPJTaOBG2hM_YKKUmpR/view?usp=sharing

STL does not include built in units. It is as plain as that, and I wish I could give you more help. May be a professional on the subject would have a workaround idea?

Just to add to @TheLabCat, none of your objects have the scale applied. They're all way below 1. No idea whether this will make any difference in this case, but select them all in Object mode and then CTRL-A > Apply Scale to them.

Ty for all your replies. My fix was just to scale the objects in Blender by *100 so they appeared the right size then in 3D printing softwares.


text:
Adjust Principled BSDF Emission Falloff Rate?
Using Blender 3.0, I'm trying to adjust a material's emission falloff rate and strength.
I have a Principled BSDF shader that is emitting light, however, I'm struggling with the Emission Strength. The distance is fine, but I want the start of the falloff to be brighter.
Hopefully you can see my setup (copied from Rich Sedman) in the image below. I have added a plane in order to better see the falloff rate.

From a distance the emission source does not appear very bright, but when zoomed in very close, it becomes plenty bright with a strange gradient effect. Something to do with the Light Path node I suppose?

Can you think of a way to adjust the brightness of the source WITHOUT changing the falloff distance? Perhaps there is a far simpler way to achieve this.

Which Enterprise D is it, the one by Chris Kuhn? I'm not sure if this setup is really needed, and depending on what you want to achieve exactly you may test the following setups: get rid of everything except for the Light Falloff node plugged into a Math node and then into Emission Strength. Now just try to set the Math node to 1. Square Root or 2. to Power with an Exponent value slightly below 1 like 0.9 or 0.8 for example.

Haha, it's mostly my own. There were several folks' versions I incorporated. That was years ago though. Thanks for the suggestion. This definitely helps the brightness, but I'd like the falloff rate to be faster. Any ideas how to achieve that?


text:
Why is there no shadows after rendering in Eevee?
I'm relative new to blender, I'm trying to do a turntable for a product and using EEVEE for fast renders, the problem is, there is no shadows after rendering, everything looks ok on the viewport and i think i have all the things that should be on on, or maybe I'm missing something. Any help would be very much appreciated.
I'm talking about the background shadows on the floor and the above logo shadows.
Render view from viewport

EEVEE Render

Blend file link

They look the same to me.

pls provide blend file and show us which shadow you are missing (maybe with arrows)...do you mean the shadow in the background?

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

you disabled this plane [5]: https://i.sstatic.net/TdIrG.png but not in render. This prevents the plane behind it and so you see now shadow. Just disable that too by clicking on the camera icon. result: [5]: https://i.sstatic.net/cryJE.jpg

Thank you very much, i lost a couple of hour on this and it was so simple :) Thank you again


text:
Why does my fluid explosion sim have odd artifacts?

Does anyone know why I get this odd geometric noise on my fluid explosion simulation? It's rendered at 256 samples with noise and .05 vorticity. Let me know if anyone has any ideas!

I think that's just the individual voxels. You'd have to up-res your simulation or increase sample count or decrease domain size.

@Lutzi
Hmm, that's interesting. I'll try increasing domain size. The resolution for the simulation is at 256 so I'm not sure why the individual voxels are so visible.
Thanks for the suggestion!

@Lutzi wrote "decrease domain size", not increase domain size. Apart from that it could be helpful to show your domain material settings. When the borders of the voxels are so strongly visible it is possible that your material setup produces visible parts where the density should acutally be 0.


text:
How can I preserve these UV's when animating with bones?
I'm trying to make a face rig with a pixelated UV map. The mouth stretching (obviously) causes the UV to warp. I was wondering if there was any way to preserve the UV in the shader itself?
I have found the toggles for edit-mode to fix this issue, as seen in my edit-mode screenshot:
(This is what I want my bone to do, and not warp the UV)

Here is the same vertex parented to a bone. Can't figure out how to preserve the UV like this.

Thank you in advance!!!

Hello, if this is just a plane you could use the Generated output of the Texture Coordinate for example instead of the UV output?

After parenting to the rig, select the character (Main in my example), Shift D to duplicate it (renamed to "Projector), delete its Armature modifier, add to Main an UV project Modifier targeting at Projector, then make the projector invisible on rendering.

I'll give this a try, thank you!


text:
Mesh is unaffected by lighting when hair particles are turned on in eevee
I've been modeling for a decent amount of time now, but this is my first time messing with hair particles.
I'm using them to add a furry texture to a character model. But when they're visible, it makes the mesh be unaffected by the lighting for some reason? It seems to work fine in Cycles but I'm hoping there's a way to fix this for eevee.
I've tried looking over the particle settings to try and fix it, and I have tried to adjust the materials themselves but I've had no success.
[][
This is being modeled in Blender 4.1 for reference and here's the blend file so you can see what I mean for yourself.
https://drive.google.com/file/d/1Whn7vZyYLODDGfeaeOCYwlJyqxz5V8ur/view?usp=sharing
I apologize if this is somewhat confusing, this is my first time asking others to help me figure out problems.


text:
My Blender 4.1 whit error AttributeError: 'bpy.app' object has no attribute 'version_char'
is this :
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\modules\addon_utils.py", line 376, in enable
mod = importlib.import_module(module_name)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\python\Lib\importlib_init_.py", line 126, in import_module
return _bootstrap._gcd_import(name[level:], package, level)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "", line 1204, in _gcd_import
File "", line 1176, in _find_and_load
File "", line 1147, in _find_and_load_unlocked
File "", line 690, in _load_unlocked
File "", line 940, in exec_module
File "", line 241, in call_with_frames_removed
File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\mixamo_rig_init.py", line 47, in
from . import mixamo_rig
File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\mixamo_rig\mixamo_rig.py", line 6, in
from .utils import *
File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\mixamo_rig\utils.py", line 8, in
from .lib.bones_pose import *
File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\mixamo_rig\lib\bones_pose.py", line 3, in
from .version import *
File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\mixamo_rig\lib\version.py", line 3, in
class ARP_blender_version:
File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\mixamo_rig\lib\version.py", line 7, in ARP_blender_version
_char = bpy.app.version_char
^^^^^^^^^^^^^^^^^^^^
AttributeError: 'bpy.app' object has no attribute 'version_char'
HELP!!

I gave this question a down-vote. It's unclear and not useful. No context whatsoever is provided and no question is even formed. It's unclear what you are trying to do and what you want to know. You should edit it and formulate a clear specific question providing details about your situation and goals and attempted solutions. You have to use language to communicate. "is this:" and "HELP!!" is not sufficient to form a question or any meaning at all.  See Help center, take the tour maybe.

Hi, Paulo, welcome. It's too much to expect us to reverse-engineer what your problem is, by reading a stack-trace. We  have to deduce that this is a problem with an add-on? And then guess at the context which produced the error.? Please give us a little help, to help you, in plain language.  Furthermore, we are not equipped to debug 3rd-party add-ons. we confine ourselves to the add-ons shipped with the application. For any 3rd-party add-on, you should contact its developers, and community.

If that error comes from the Mixamo addon there's a fixed version which works with Blender 4+ described here.

bpy.app.version_char has been deprecated since v4.0.
https://developer.blender.org/docs/release_notes/4.0/python_api/#blender-application-bpyapp

Realmente, o problema está na incompatibilidade do Blender com o Mixamo, vou verificar o link na reaposta do  John Eason, Agradeço a todos.


text:
How do I keep an individual part of a rig completely still while the rest of the rig continues to move?
I want to animate a character punching, but I want the fist to stop at the impact while the rest of the body continues to move. Is there some sort of anchoring mechanic? How do I put that into the keyframes?
Please be warned, I am both very new to Blender and a certified idiot. If you want to get through to me, you'll have to give me a direct tutorial or explain it in baby language.
Any help is greatly appreciated.

The thing you need is called "Inverse Kinematics" – often shortened to IK.
There are A LOT of videos on that topic, e.g. this one: =link=
Now - when you know what you need - just watch related videos.

UPD:
You can enable/disable IK during the animation.
In Pose Mode in the [Bone Constraints] tab you can edit IK's Influence:

Influence is 0 – IK disabled
Influence is 1 – IK enabled

You can animate this value:

Uncheck Only Show Selected (to see keyframes related to Influence)

Switch to the first frame of your animation (Shift+←):
Since you want IK disabled at first – set Influence to 0 and while hovering mouse cursor over that 0 – press I (this will create a keyframe for 0 value)
Then go to the frame, where IK should be switched
Set Influence to 1 and while hovering mouse cursor over that 1 – press I (this will create a keyframe for 1 value)
Now to make the switching instant – select all keyframes related to Influence, then RightMouseClick > Interpolation Mode > Constant :

That's it.
By the way,  you can switch IK not only once, but as many times as you want *by changing IK Influence from 0 to 1 and back from 1 to 0.


text:
Project Curve on Mesh - Geometry Nodes
I'm using geometry nodes to project an open curve on a mesh that is not flat. I have used raycast node but can't project the curve along normals (like a polygonal object). I have tried connecting the normal input node in the raycast direction. that doesn't work. What can be done in this scenario?

pls provide your blend file, so that we can tell you how to do it. thx.

Do you mean the normal to the curve, or to the surface ? Because the Raycast node is expecting the normal to the source... In this case, may I recommend to read this post: Raycast Node: Use target normals as rays instead of source normals (replicate Shrinkwrap Target Normal Project mode) ?

maybe you just want to project down?

@StefLAncien, thanks for the reference. I have found a workaround, but it seems your reference is the answer I was looking for. I'll update you about the topic after I find a feasible solution.


text:
My Asset Browser's sub-folders are missing
I work on two different computers and have been using an external hard drive to store my Blender assets. In the Asset browser, I set it up, so I had a primary folder for low-poly models and a primary folder for the mid to high-resolution models. The asset browser folder with mid to high-resolution models is still there but all the sub-folders are gone and all the models are now unassigned. The models are still assets, but the folder structure is gone. I didn’t change the location of any of the files on the hard drive. I’ve been using the hard drive with both computers and never had any problems till now. Why would all the sub-folders disappear? How can I restore the file structure and prevent this from happening again?

To keep track of what catalog an asset is part of, blender assigns an UUID (unique identifier) to each catalog, then any object assigned to that catalog is given that UUID.
This way you can rename and reorganize your catalogs freely, and Blender doesn't need to keep track of changes to know which assets belong to which catalog.
The downside being that if the UUIDs don't match you assets won't show up in the expected catalogs.
Which I suspect is what happened here, somehow you probably assigned your assets to non matching catalog IDs on different computers.
You can open your blender_assets.cats.txt that resides at the root folder of your asset library and check with a plain text editor the catalog UUIDs which shoudl read something like
ef3bd91a-49b3-4c3e-b8e6-8327b6e05587:Cars:Cars
e813584e-7fcd-46ce-ae87-10ff6a56d620:Cars/Racing
b1f830b9-e015-4070-b016-879ebc0e7728:Cars/All Terrain
d2f399f8-8e30-4957-bc21-3461696f11aa:Vegetation:Vegetation
ea651808-742e-46f6-8fa8-84a9fea15e47:Vegetation/Trees

Check the first long hash string and see if they match the assets in the Blender file.
In the Blender Outliner change the view on top to Data API, then brown to one of the misplaced assets, depending on type they will be under either Collection, Object, Node Tree, etc.

From there expand the category Asset Data and look for a Catalog UUID and see if it matches the one on blender_assets.cats.txt which likely wont.
I don't know of any way to easily change that in the Blender file en mass, other that programmatically through scripting, but if all assets are misplaced equally, you can probably change the catalog UUIDs more easily in the catalog txt file itself.


text:
Render Object in Front of Another Object?
I'm trying to achieve a cartoon electrocution effect using a rigged character, with their skeleton becoming visible while the body becomes a solid black. It's important that the skeleton doesn't get rendered in front of the entire render, only in front of the body. I attempted to achieve this by flipping the body's normals but inverted faces on the front of the model are blocking the skeleton from view. What's the best way of going about this?

Duplicate of https://blender.stackexchange.com/questions/196821/how-to-render-object-in-front-of-everything-else. In your case if there are objects in front of the character, you'll need to set 3 layers (character+background, skeleton, and front).


text:
Deleting Extra Bone Shapes from Imported Rig?
I'm working on two rig projects that both use the same group of bone shapes, but the rigs are in separate files. However, if I use both rigs in the same scene, I want it so that they all reference the same set of shapes instead of needing two separate sets of bone shapes. Is there a way to replace all shapes en masse, so I don't need to replace the bone shape for each individual bone?


text:
Modal Timer keeps Getting Faster?
I'm creating a script that uses a modal timer, but I noticed that every time I call it, it goes faster with no way for me to reverse it. How would I reset it to the initial timer rate? It's based on the default modal timer in the templates section, and I noticed that that script has the same issue. Is it because it keeps adding handlers, or another problem? Below is the problematic section of code. Any help would be appreciated?
    """Operator which runs itself from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Builder"

    _timer = None

    def modal(self, context, event):
        global counter
        vis_run = context.scene.vis_run
        if event.type == 'TIMER':
            counter += 1
            print (counter)
            if not vis_run:
                vis_run = False
                return {"FINISHED"}
            else:
                if counter <= 25:
                    bpy.data.node_groups["NodeGroup"].nodes["Mix"].inputs[7].default_value = (1,0,0,1)
                    bpy.data.materials["Glow"].node_tree.nodes["Mix"].inputs[0].default_value = 0
                else:
                    bpy.data.node_groups["NodeGroup"].nodes["Mix"].inputs[7].default_value = (.3,.3,.3,1)
                    bpy.data.materials["Glow"].node_tree.nodes["Mix"].inputs[0].default_value = 1

        if counter == 35:
            counter = 0

        return {'PASS_THROUGH'}

    def execute(self, context):
        context.scene.vis_run = True
        wm = context.window_manager
        self._timer = wm.event_timer_add(.01, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}```

That is due to the fact that every time the execute method is called, it adds a new timer handler without removing the previous one. So the timers keep adding up giving the impression that it's speeding up. Don't forget to clear the timer when the operator exits.

To iterate on the comment you want this I believe : https://docs.blender.org/api/current/bpy.types.WindowManager.html#bpy.types.WindowManager.event_timer_remove eg context.window_manager.event_timer_remove(self._timer); return {"FINISHED"}


text:
Emulate Substance Painter edge wear in Blender material?
I'm trying to emulate the following edge wear map (generated in Substance Painter) in Blender:

One of the key aspects of this map that I am trying to recreate is the relatively low amount of high frequency detail. I haven't been able to figure out how to do this in Blender. Here's what I've got:

I got this result by getting the dot product of the geometry's normal and a bevel node:

While it's okay, it has way more high frequency detail than I'd like. I think that Substance averages out the curvature over a given radius but I don't know how to do that in blender.
If anyone has tips to get my result closer to the substance result, I'd appreciate it greatly

I don't know whether this will help, but PixxO 3D posted a YT tutorial about creating an Edge Wear shader for Blender yesterday which uses two Bevel nodes. Use This Method To Improve Your Shaders -Edge Wear.


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Camera tracking multiple drone shots of the same place with only one scene setup
I have recorded some drone footage of a small area in my hometown for a archviz project. I would like to add different CGI buildings into four different shots, each with a different viewing angle. I have researched Motion Tracking in Blender intensively, considered all camera settings and I also undistorted the footage before tracking. My solve error is less than 0.2px but I just can't manage to set up my scene so that the buildings are placed correctly in each of the four shots. To achieve my goal, I have to duplicate the buildings for each shot and move them manually to the correct position, which is super tedious and time consuming.
Is it theoretically possible to include several buildings in different drone shots without having to manually rearrange the buildings again and again? Or are the errors caused by tracking, camera settings, lens distortion etc. simply too great in such a large scale? I'm really a little lost, thanks in advance for any answers!

everyone's scared of your question.
I've honestly never tried more than one clip at a time in motion tracking, so I'd have no clue how to help you.   I'd guess you could just add one camera for each shot, and track them separately.  Then you could align each one in the viewport?

Thanks for your answer! Yep, I'm afraid it's a bit of a tricky issue  I have tracked each shot individually and also adjusted my cameras manually. But still, I just can't avoid repositioning all my objects by hand. I wish I knew a better workflow for this.

Ah yeah man, that stinks.  Well, best of luck to you!


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Flower bend difficulty
I have a simple flower on a flat plane. I want to bend the flower along the z axis, so it folds to the inside but limited to a certain point (like the image). The problem is, I want this limit to have a smoother falloff. I got the bend correct, the bottom part should bend more than the “leave” part (see nodes) but the border needs to be not that abrupt. If that makes sense. Maybe this is a simple solution but I can’t get it to work. So any info could help!

you don't have to, but providing a blend file will always attract more (lazy like me) people because we don't have to rebuild everything manually.

That a good point, did not think about that. Next time I will add the file!!

The Simple Deform: Bend modifier works by converting flat to polar coordinates in such a way that the loop at one (here: $y$) coordinate equal to zero will keep its length (here the length is $2 = πr$ therefore $r = {2 \over π} = 0.636619772367581...$)

And as you can see the distance to the $x$ axis adds to the radius, causing stretching.

For the leaf it will look like this:


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How to fix weight painting
When I try to weight paint this entire head model to a bone it works and correctly paints everything
but when I select the jaw bone (as seen on the picture) and weight paint it, it sort of overrides the head weight paint and subtracts
Im on version 4.1

Vertices cant have total weights-to-bones with a sum greater than 1. I think what you want to do is weight paint the mouth to parent the mouth verts to the mouth/tongue bones and then make sure those bones are parented to the root "head" bone. That way the jaw will be controlled by the "jaw" bone, but since the jaw will be parented to the head they will also follow the head whenever it moves.

Deactivate the Auto Normalize option, this way a vertex can have a sum of weight that exceeds 1:


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Strange squares appear during rendering, It's likely from the compositing but I'd like to keep the effects if possible

I'm working on a project and it's complete, but during rendering these strange square miscolored artifacts showed up randomly around the screen and appeared in the final images.

Can you share your Blender project file? Instructions for sharing.

https://small.fileditchstuff.me/s12/sLfqXkbZIEQzFGzsKdBo.blend
here it is.


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Shading different parts of a mesh
I’m beginning my journey with shading in Blender and I’m wondering how to assign different shading to the same mesh. For example, when I’m sculpting a creature and I want to shade scales in a different way than the body, how do I do it? I would like to keep the scales and body in the same mesh so they don’t seem separated later. Thanks for the advice.

Sugest you follow one of the many YT tutorials on materials and shading in Blender. I'd suggest starting with this one by Ryan King which shows how to use and add different colours on different parts of a mesh.

Use b&w masks as factors in Mix Shader nodes or in Color Mix nodes that mix 2 shaders or 2 colors or image textures

If you had one specific material setup where you wanted to change something we might be able to help you with it, but as you say for yourself you are just starting your journey with shading in Blender, so I would really recommend watching tutorials on materials, textures etc. like John said, to become familiar with how shading in Blender works in general... because I'm not sure how much experience you already have, if moonboots' tip would help you or if all those words are just meaningless to you at the moment?

https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh https://blender.stackexchange.com/questions/10453/how-can-you-smooth-the-edge-between-two-materials/10455#10455


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My blender lights arent workings
idk why the light isn't working
I did load factory settings to help with a problem before but I don't know if that did anything. I tried using lights on other objects but it still wasn't working

Your Viewport Shading is set to Material Preview, which ignores all lights and use some world lighting.
You'll want to change your Viewport Shading to render by clicking the icon shown below. Alternatively, you can press Z and swipe up with your mouse, or Z and click on Rendered.


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Alpha Over white background with translucent materials
Newish to Blender. Creating an animated product demo with translucent and semi-translucent fluid tanks and parts of the product. Using alpha-over node to create a composite white background over the alpha (see node tree) but the translucent materials aren't picking up the white background and so are showing dark grey from Blenders default grey transparency. See pics. When I put white solids behind the tanks the translucency shows up correctly. Issue is only with alpha composite I believe.
Any suggestions to make the translucent materials recognise the alpha-over white background?
Or do I have to create a physical white environment for the translucency to show this?
Thanks for your help

Search this forum for alpha. I suspect you are encoding to a PNG, and PNGs cannot encode alpha. Stick to EXRs and you should be good to go.

Thanks Troy but it's a video not still image. I don't want to show alpha transparency. I want to show a white background over the alpha but my translucent and semi-translucent materials don't pick up the white. They show the Blender dark grey transparency default.

Why not just make the world white? You can do that, you know.

@troy_s What do you mean, PNG can’t encode alpha? They can, and Blender supports it.

You are talking about translucency, not transparency right? The Alpha Over node needs transparency in the alpha channel to overlay something over a background image (or color). But a translucent material is not transparent, it passes the light through but does not make it see-through. So when there is no white light in the background, just grey, you won't see white in the foreground, because you cannot see through and therefore simply exchange the background in post processing.

I’d suggest trying a few frames using EXRs and reading some of the many informative posts here on alpha. I am willing to wager all problems will dissolve.

@TheLabCat I meant what I said. PNGs do not and cannot encode alpha. They encode a mask channel which is not alpha. I would encourage you to read the hundreds of well explained posts here on the subject.

@troy_s Please provide a specific link. You’re asking me to look up something I didn’t know exists, so I don’t know how to search for it.

You might try just setting the world color to white instead of the default grey, but if that doesn’t provide the lighting you want, try turning on the Transparent Glass setting under the Transparent section of the Film panel in Render properties. See the Blender Manual section on the Transparent render setting for more information.


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Loading gltf via bpy in headless mode crashes while UI works
I have been trying to import a .gltf file into belnder via python script using bpy.
bpy.ops.import_scene.gltf(filepath)

I ran the script using the next command:
blender -b --factory-startup -P import_into_blender.py

But blender crashes and exits due to an invalid vertex/mesh data in .gltf file with the next error:
RuntimeError: Error: Python: Traceback (most recent call last):
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/__init__.py", line 2060, in unit_import
    BlenderGlTF.create(gltf_importer)
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_gltf.py", line 35, in create
    BlenderGlTF._create(gltf)
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_gltf.py", line 42, in _create
    BlenderScene.create(gltf)
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_scene.py", line 35, in create
    BlenderNode.create_vnode(gltf, 'root')
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 46, in create_vnode
    BlenderNode.create_vnode(gltf, child)
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 46, in create_vnode
    BlenderNode.create_vnode(gltf, child)
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 46, in create_vnode
    BlenderNode.create_vnode(gltf, child)
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 32, in create_vnode
    obj = BlenderNode.create_object(gltf, vnode_id)
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 53, in create_object
    obj = BlenderNode.create_mesh_object(gltf, vnode)
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 273, in create_mesh_object
    mesh = BlenderMesh.create(gltf, pynode.mesh, pynode.skin)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py", line 26, in create
    return create_mesh(gltf, mesh_idx, skin_idx)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py", line 47, in create_mesh
    do_primitives(gltf, mesh_idx, skin_idx, mesh, tmp_ob)
  File "/Applications/Blender.app/Contents/Resources/4.1/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py", line 185, in do_primitives
    vert_locs = np.concatenate((vert_locs, vs[unique_indices]))
                                           ~~^^^^^^^^^^^^^^^^
IndexError: index 16036 is out of bounds for axis 0 with size 496
Location: /Applications/Blender.app/Contents/Resources/4.1/scripts/modules/bpy/ops.py:109

... truncated
Blender quit

My question is related to a difference in behaviour when importing same file via UI.
Why does Blender import file successfully compared to bpy and python script even though it still throws the same error?

Blender version: Blender 4.1.1 (hash e1743a0317bc built 2024-04-16
00:06:22)
OS: macOS 14.1 (23B74)
GLTF is generated via Autodesk Platform Service.

Have you tried other gltf files besides this one?  It could be a problem with the model file itself.  Headless mode should work in general because it's used to implement unit tests for the glTF importer/exporter in Blender.

@emackey Yes, I already found the problem, it was a corrupted gtlf file. But it does not explain why UI can load it while headless mode throws an error. I am still curious what is the difference.

It would take some Python debugging to understand a detailed reason why.  But generally, corrupted files can produce undefined behavior.  As long as it works for valid files, don't worry too much over it.


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Can I key out 2 different shades of green?
I have to different green screens and I’m wondering if I can key both of them. I researched but didn’t find any helpful answers. I attached a photo with the different shades.


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Baking Light onto existing Image Texture
I have a 3D-scan with an existing texture. I use blender to add some lighting. However, when exporting this as a .fbx to other programs or sites like sketchfab, the light intensity is always different. To circumvent this I wanted to bake the lighting onto the texture to ensure it displays the same across different programs/viewers.
While I think I understand the baking progress I am only able to replace the existing texture. Since there is no material assigned to the object, the result is a white texture with the lights instead of the texture I already had. Relevant tutorials only seem to cover baking procedurally generated textures.
How can I bake lighting onto an already existing image texture?


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Problem with rigify and full armature in Blender file
When rigging my character, the bones are able to move the mesh, but the generated rig cant move it. I'm not sure what's causing the problem here as all my normals are facing the correct way, and the bones can move the mesh on their own. I've attached the file below.

You don't appear to have provided a link to your file although you say that you've attached it.


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Using volume data from OpenVDB format
I have a voxel volume of CT DICOM data in the Paraview application (screenshot 1), from which I exported in the OpenVDB format.
The CT data is 12 bit single channel grayscale information, I do not know how OpenVDB is storing the data though.
Which settings are needed in Blender to display the grayscale from the data ? Currently there is only a somewhat black cloud.

Paraview

Blender


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4.1 3d modeling - cutting through/separating touching limb parts
Beginner here, I'm sculpting a body and 3 of its parts (knees, mtp joints, heels) melted into each other.
The goal is to separate them in order to complete retopology and eventually rig.I don't understand how to separate them, I tried the bisect tool but I failed.

If someone could enlighten this poor noob it would be so appreciated.
Thank you in advance.

You have Snapping turned on (horseshoe icon icon the top toolbar) which may have caused your issue in the first place?


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Scale and move the extruded mesh without affecting the shape of mesh where it was extruded from
I'm starting to learn blender, and tried creating a low poly barrel from a cylinder. Which then I'm extruding the metal parts of the barrel from the same mesh.
I was hoping to know if there's a way to edit the metal parts (scale and position) without changing the shape of the barrel? Somewhat similar to the idea of "Edge sliding" the extruded mesh (which is the metal part of the barrel).

I've tried Edge sliding but seems that the edges are being slided individually.
I've tried Grabbing in Z-axis but that will distort the shape of the barrel.

What is the goal? "Slide" that ring upwards but the part above and below should not change, simply to make the middle part longer/higher? Then why not grab the complete upper half and move everything up? Or should the overall height stay the same and the part above the ring should be narrower? Then you have a problem, you cannot simply slide everything as it is. The center, ring and upper section are all individually angled edge loops. If you start to move the ring upwards, the ring would have to be split horizontally with different angles, and the center part as well.

Maybe a different approach using the Screw modifier to avoid this altogether https://blender.stackexchange.com/questions/28976/how-to-model-the-rounded-outline-of-a-column

i think this isn't possible without a big effort which seems that's not worth here (e.g. GN). The "normal" Blender way (i think) would be to just create edge loops at the height you need them and then extrude them there (as you did it for the two you already have).

@GordonBrinkmann yeah I'm still learning blender and testing on how to do stuff in a certain manner. Seems what you're saying is the one I tried in the GIF (Grabbing in Z axis)

@Chris I see... seems there's no going back once I extruded them haha!

@DuarteFarrajotaRamos I saw the link and seems like it's a good idea! Thanks for the tip!

What you tried in the GIF is moving the ring up on the Z axis. What I said is moving the complete upper half of the object up on the Z axis.

@GordonBrinkmann I see, thanks for your comment. But still, I believe that won't solve the issue :)
I was hoping to find ways to edit the metal part since my question is to Resize and Move the metal part without affecting the shape of the barrel.

I would disconnect the metal parts from the wooden parts, nothing prevents you from reconnecting them later on if you wish.

while in Edit mode, in edge selection mode, hold ⎇ Alt to select the edge loops shared between the metal and wood parts.
Press V to split them, then unselect everything
Press S⇧ ShiftZ to scale them on the Z plan and make the metal thick enough to go through the wood
hit L while hovering metal parts to select them, and you can move them up and down as you wish.

Moving the metal parts will reveal holes where you left them. You could select them with Alt and then use the Bridge tool from the LoopTools addon (to enable):

For polycount saving, you can dissolve the extra edge loops to turn the useless pairs into single loops by ⎇ Alt selecting the one you want to remove in edge selection mode and press ⎈ CtrlX to dissolve it.

Alternatively, you can separate the metal parts into a different object by selecting them in edit mode and then P > Separate by Selection.
Then select the vertices you want to affect in the shrinkwrap and hit ⎈ CtrlG to put them in a vertex group, and put that vertex group in the shrinkrwap modifier. You might still want to use a tiny bit of negative offset to force the vertices inside the mesh, just to not have holes in case you ever have a mismatch of geometry later on.

Thanks for your answer! Separating that mesh gave me flexibility to edit the metal part. Now I'm trying to combine it with Shrinkwrap modifier so it would hug the shape of the barrel.

You can do that, although you would need to separate the mesh parts into a different object (shortcut P > Separate by Selection). Then select the vertices you want to affect in the shrinkwrap and hit Ctrl G to put them in a vertex group, and put that in the shrinkrwap modifier. You might still want to use a tiny bit of negative offset to force the vertices inside the mesh, just to not have holes in case you ever have a mismatch of geometry later on.

Thank you so much for this guide, this is very helpful! I followed your tips about setting up the shrinkwrap, and this is definitely what I was looking for. Cheers!

Edge slide works if you select the edges connecting the barrel and the metal ring and edge slide them up, and then select the outer edge of the ring and edge slide them down a bit and then use the C key to slide them up along those same edges as far as needed.  Just be aware that the distance they slide is proportional to the length of the edges they're sliding along.

This works too! Thank you so much for that! I just need to be careful sliding the outer edge so that it won't go past the Z of the edge connecting the barrel and the metal part.


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Problem regarding apply rotation change the outcome of the model
I am new to Blender. I followed a YouTube tutorial to create hair using circle and path curves. However, I encountered a problem my model changed after I hit "Apply Rotation" on the hair.
 The first picture is the intended design of the hair before the Ctrl + A
 After the rotation applied
Has anyone experienced something similar? I would appreciate any help to resolve this issue. Thanks in advance.

This is normal. Sweeping profiles along a curve is very dependent on the "external" orientation of objects and the "internal" orientation of the underlying mesh (or curve) in Edit Mode. If a mesh is pointing in a certain direction while the object is rotated, applying the rotation will set it to 0° but keep the mesh pointing in the same direction globally, and therefore the relative direction of the mesh towards the object it is contained within has changed. This breaks your model, since the profile depends on the orientation of the mesh within the object.

Therefore I would always recommend to only model something like this with the rotation applied beforehand. Or not apply it at all if it is not really relevant. What you could do now after applying is to go into Edit Mode and reverse the rotation of the mesh/curve itself. You said you were following a tutorial - how did they handle it there?

Hello Gordon, thank you for your responses. It seems that the tutorial I'm referring to is a quick one, so the tutor doesn't use the "apply rotation" feature. Perhaps for hair modeling, applying rotation isn't necessary. However, in my case, I'm modeling the king's face from a poker card, which has a symmetrical face and hair design. That's why I want to use the apply rotation feature to further apply mirror modifications.

The problem is not the applying itself, the problem is you have modeled to match the desired outcome while being rotated. You should have modeled it with a rotation of 0° degrees right from the start. Now, as I said, you can only try to reverse the rotation in Edit Mode so that it perhaps matches the desired outcome again. Or start again.

Hi Gordon, sorry that I don’t quite understand the reversing rotation in edit mode that you mentioned. Is it mean to adjust the mean tilt to 0?  Thanks for replying me.

No, it has nothing to do with the curve tilt. I have no idea how you have to reverse the rotation in your case. It depends on how the object was rotated before applying the rotation and how the profile followed the curve etc.

I understand what you mean now. My mistake was that the base hair model was rotated and not set to 0. Remodeling was one option, but I applied all the rotations, selected all the curve vertices, and adjusted the mean tilt in edit mode to match the desired outcome. Will this affect the model in the long run?


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An IK Rigging Problem for a noob
I'm in need of a little help with an IK Problem and figured that this would be the place to get it while trying to work it out on my own. See the deal is that I'm trying to work out a Rig on my character here:

And while I think I'm doing okay I do need a bit of help getting the foot to rotate properly with the control rig of the IK part of the rig.
I've been following a tutorial along all nice and neat and everything online trying to get the IK rigging done so I can use said character for a Game I'm hoping to be working on, but Nothing I do gets it to work quite right and straight, and when I want to get the pose I've got here to a more, "T-Like" pose, it goes all weird like this:
Can someone explain to me what's going wrong or what I'm doing wrong here? I've kind of stalled out on building my character here and would like to get back rolling on building, but this is proving to be a challenge. Here's the Tutorial I've been following along with as a reference here: https://www.youtube.com/watch?v=jIwrswJEFBQ&t=304s
Please and thank you for the responses, I hope that this isn't too much of a problem to ask for help with. :)

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

I think it is working as intended : the bones point toward the pole bone. Why does it have an offset and not being align with the knee ?

I believe it is, but I'm not in front of my screen with it pulled up in front of me now. I'm trying to make the leg move to as if the character would stand to attention, and I need to know what I'm doing wrong. The base pose is an A Pose.

hello could you please share your file? https://blend-exchange.com/

Hey there, Here's the link from Google Drive to the Blender File:
https://drive.google.com/file/d/1y0eewm4uhN_rqNhwm3RO19P7TICYuvf3/view?usp=drive_link
I hope this helps understanding what's wrong with the rig.

In what way is it wrong, could you please elaborate? The armature seems to work ok, you could parent the pole target to the IK controller but it's a detail

So when I start moving the leg on the armature -like if I wanted to move it back on the end of the walk cycle- it doesn't move totally straight. And when I want to rotate the foot with the IK Leg controller, the foot doesn't move at all, it only moves with the bone itself. Did I do the parenting wrong, or is it something simple?

I can't see what you mean, for the foot, parent it to the controller instead of the calf

So If I do that, then the upper part of the leg doesn't move. What do I do then?


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Trying to export baked cloth simulation messes up the geometry
I am working on a project that requires cloth simulation, as the animation from the baked cloth simulation is smoother than just apply a Shape Key to it I'm looking to keep that simulation, but as soon as I export it the geometry breaks up in random spiky patterns, I leave you guy a Screenshot:
Expected render:

Actual render:

I will be attentive to any comments, greetings

To me it looks somewhat like motion blur in the lower image, but since I don't know what the motion of this object is I could not verify it. And obviously you found a solution so it does not matter anyway. I was just wondering because the lower screenshot does not look like something I have ever seen being caused by a Subdivision Surface modifier (at least not without any motion blur involved).

Find the answer 10 seconds after posting this question.
All four objects had Subdivision Surface modifier applied, as I don't really need those modifiers i just delete them and problem solved.


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Reducing .fbx file size with decimate
I'm trying to apply the decimate modifier to reduce the polygon count so that my .fbx file when I export is lighter. However when I apply the modifier, even though my polygon count is reduced significantly my .fbx file is 10 MB larger. Any tips?

I don’t remember all what’s supported in the FBX format, but is there any chance you accidentally threw in some default materials, other objects, or the like?

TheLabCat
The only thing I did was apply the decimate modifier in all objects using a Phyton script and then I exported again to .fbx

Can you share your Blender project file? Instructions for sharing.

Unfortunately I can't as the model I'm working on is not mine, rather it is property of the company I work for. Is there any additional information I can give that may help without me sharing the file?

Does this effect also happen when you decimate and export other objects? Or is it tied to this object specifically? Does it happen when you apply a Decimate modifier manually and then export or only when you use your python script?

I just tested it now and decimating the same object and exporting reduces file size like you would expect. At least on my end.

How many objects are in your blend file? Make sure you export only your selected object. Can you also try all options for File > Cleanup? Other than that we need more details/clarity on how you can reproduce this otherwise there is no way for us to help. Once you find a way or are able to share a file with this issue we can re-open.


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Blender 4.2 Missing Built-in Addons
I just installed Blender 4.2, installed all the 'Built-in' addons but when I reopen Blender, half of them reguire reinstallation. I suspect that's why I'm getting render errors.


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Extruding Edge on the same Slope
So i want to make this object bigger on z axis, but i want to keep the slope of the edges(on picture 1). I tried to extrude edges down back onto themselves, and then flip the movement (multiply each axis movement by -1) to get the same slope. i used snapping to precisely snap back onto itself.(picture 4). but it ends up jagged and doesnt exactly follow the slope.(picture 3). Is there a way to follow the slope of the edge while extrusion?

Do you mean something like https://blender.stackexchange.com/questions/321159/how-can-i-extend-an-edge-by-adding-vertices or https://blender.stackexchange.com/questions/291485/make-line-longer-extrude-vertex-along-line?

First you have to make a custom axis. Pick the line of the thing you want to extrude whilst keeping the slope.
From Transform Orientations (on the left of the Snap tool and probably says Global or Local) click the plus + sign next to Global. This will make that edge a custom axis.
Now click a vertex or an object anything, and click move so you can see how your custom orientation is laid out, the X Y and Z will look different than before, and pick which axis is pointing the actual axis you want to move in, and then you can go back to the thing you wanted to extrude/scale, just press G and X, Y or Z as you decided which one one the previous sentence.
If it still doesn't work, you can set origin to geometry to solve it.
Also, after doing this don't forget to change you orientation back to global, things might go crazy and you might forget you changed it.


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multiply an object inside another one
I need to multiply one object (hexagons) inside another (as in the photo). So that it is strictly within the boundaries, also so that it is higher in the middle and lower at the edges

I would use an Array modifier followed by a lattice modifier

Hello, would you mind adding a bit more information about what you have tried and where you are stuck ?


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Artifacts appear when using the subsurface modifier with a hole
An artifact appears when Iusing subsurf

What exactly is the artifact? Without showing the original mesh, we can't know what it's supposed to look like :) Please share a screenshot of the mesh and topology before applying the subsurface modifier as well. Better yet, you can upload your .blend file using the [edit]or.

hope this helps. The large Ngon in the image needs more cuts for it to fill properly.
You can ctrl T the face to triangulate it, or you can knife cut some manual cuts for more control.


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Why is grease pencil performing so poorly with many keyframes?
Blender becomes very slow when editing or sculpting on a frame in a Grease Pencil object that has many keyframes. This occurs even when Multiframe is disabled, and regardless of the amount of information on the frame being edited.
Scene playback performance is fine. I'm wondering why this happens even though only one frame is being displayed and edited?
For example, moving points in an object with 500 keyframes would display at 2fps. moving points of the same drawing with other keyframes removed displays at over 60fps.
Thank you for your help, this is making animation very painful.


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Copy Normals Of Multiple Faces?
as you may know this is the output of Alt + N >> Copy Vectors with multiple faces selected..

the goal is, having a given object with bad shading and an exact copy of it with good shading, to workaround copying normal data of each face in the object-copy and paste it on the equivalent face in the original object.
data transfer is made for this work but..
data transfer sometimes just acts up for me for some reason like shown,

and besides it takes longer to set up compared to Alt + N click click...
there was a git addon called TINA that does this but it's deprecated afaik.

Can you share your Blender project file? Instructions for sharing.


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How to make Blender exit after running Python script from command line?
I have the problem that Blender does not exit after executing in background mode from command line.
For example this command:
./blender -b -P test.py

gives me this output, but does not exit Blender:
Read prefs: /home/mbc/.config/blender/2.79/config/userpref.blend
found bundled python: /usr/local/blender/blender-2.79-linux-glibc219-x86_64/2.79/python
Hello world

My Python test script is very simple:
import bpy
print("Hello world")

Even if I don't run a Python script but just render a single frame, the Blender process does not exit.
I am running blender-2.79-linux-glibc219-x86_64 on Ubuntu 16.04.3 LTS with linux image version 4.4.0-112-lowlatency.

use bpy.ops.wm.quit_blender()?

Thanks! I could not find that in the API documentation myself. However, as I wrote in my answer below, Blender does quit by itself when I work around the audio-related hang problem.

This is the case on my Windows10 as well.  If I run the following script:
import bpy
bpy.ops.wm.quit_blender()

using the command:
blender --noaudio --python myscript.py

it will exit without prompting with the "Do you really want to quit?" prompt.  If I omit the --noaudio option it always prompts.  I might suggest that we consider adding an optional force parameter to quit_blender()

If I add the -b option on the command line then it doesn't prompt.  Of course, it also doesn't display the window.  So prompting seems to be connected to both GUI and presence of audio.

Apparently there was something wrong with my audio setup in Linux. I run JACK via QJackCtl.
If I run Blender from the command line with the -noaudio switch, it exits on completion like it is supposed to.


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Showing the volume using 3D Printing Toolbox
I want to optimize the volume of the intersection of 4 cameras(not blender camera). I assume that the camera FOV(vertical:70.6 grad and horizontal:60 grad) is a mesh(pyramid with the same FOV angle). I can rotate the 4 of the cameras but I can't change the position of them. Now I put 3 Boolean modifiers on mesh 1 with the operation Intersect and the objects are the other 3 cameras. The Boolean modifier is good because we can rotate it real time without destroying the object. Now what I want to do is counting the volume of the intersection of all of them real-time(I see the volume changing as I rotate the camera. I am using 3D  Printing Toolbox with the Statistic button. Why wouldn't the volume change(always about 443) although I am making the intersection bigger or smaller. Am I doing it wrong? Thanks

Unfortunately this is not a realtime statistic, it is only updated when you manually click the volume button.
So no you aren't doing anything wrong.


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How to set camera horizontal and vertical FOV
I get the settings of the camera I have to use in FOV angle unit(both horizontal and vertical). How to set it in Blender? In Blender you can only insert one FOV. I assume that is the horizontal FOV and how can you set the vertical one? Can anyone help me? Thanks in advance

You set it indirectly by specifying a rendering resolution.

What do you mean by that? Does it mean that I can change both the horizontal and the vertical FOV even without changing the sensor size, focal length?

I have found that the dimension along which the FOV applies depends on the image aspect ratio.
Let us define the aspect ratio as the ratio of width / height, such that an aspect ratio larger than 1 means that we are in a landscape configuration.
if aspect ratio > 1.0
  FOV is along width.
else
  FOV is along height.

You can verify this by setting your image dimensions to, for example, X:2000; Y:1000, and Camera lens FOV:90°. Switch to ortho views and check the representation of the camera against the grid.
See the following screenshots:

With that in mind, you can use specific FOV values.
Remember that values going into and out of trigonometric functions have to be converted to and from radians.
I use vfov to mean the required vertical FOV and hfov to mean horizontal FOV.
A. To specify the vertical FOV:

If your image is portrait or square:

just set the wanted value in the FOV field.

If your image is landscape:

Use FOV = 2 * atan((0.5 * width) / (0.5 * height / tan(vfov/2)))

B. To specify the horizontal FOV:

If your image is landscape or square :

just set the wanted value in the FOV field.

If your image is portrait:

Use FOV = 2 * atan((0.5 * height) / (0.5 * width / tan(hfov/2)))

(Note that you can simplify a bit if you compute the aspect ratio first)
Explanation:

We first find the focal length (in pixels) according to the required FOV, for example:
f = 0.5 * height / tan(vfov/2)
We use this to find the FOV along the other dimension.
hfov = 2 * atan((0.5 * width) / f)
thus,
hfov = 2 * atan((0.5 * width) / (0.5 * height / tan(vfov/2)))

Example:
We need a 90° vertical FOV on a landscape image of 2000×1000px.

vfov in radians = 90° * pi / 180° = 1.5707… rad.
hfov in radians = 2 * atan((0.5 * 2000) / (0.5 * 1000 / tan(1.5707/2))) = 2.2142… rad.
hfov in degrees = 2.2142 * 180° / pi = 126.87°.

Result:

This should be the accepted answer. Brilliant effort. The other answer is plain wrong.

The FOV camara parameter is for setting the horizontal FOV. You get the vertical FOV by dividing with the image aspect ratio.
Say you image is 1:1 aspect ratio, then the vertical and horizontal FOV will be the same.
If your FOV is 2:1, then the vertical FOV is half the horizontal value.
So, it's Horizontal FOV / aspect ratio = vertical FOV.
If your aspect ratio is 16:9, you must multiply by 0.5625 (because 9/16=0.5625)

Say if I have set the FOV camera parameter to something like 60 grad. The default value of ratio in Blender is 1:1. Does that mean that the my vertical FOV is 60 grad too? Thanks in advance.

No, the default aspect ratio is 16:9.
The value called Aspect Ratio in Blender is not actually the aspect ratio, but the PIXEL aspect ratio, which is the aspect of the pixels (only relevant for old TV's)
Aspect Ratio is is width/height of the image. If you are using 1920*1080 you ratio is 16:9

Em. Thanks but I think your equation is a bit wrong. You should've used the trigonometry for counting the aspect ratio. I just fount the website that shows that. Thanks http://pcgamingwiki.com/wiki/File:Fov_diagram.png

I've put a simple (ad-free) online converter here:
http://phrogz.net/tmp/fov-converter.html

Enter your X/Y resolution (or aspect ratio) and either horizontal or vertical FoV and it will calculate the other one for you. It also creates a URL that you can save and share with the results.
(And yes, Blender's FoV is total horizontal FoV when the scene's resolution is wider than tall, but it's the vertical FoV when the scene's resolution is taller than wide.)


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Mesh to Empty Object
I am looking for a way to convert mesh object to an empty object. I need to keep all the game variables, assigned logic, but remove the visual mesh data. How do I do it?

Can you explain a little more in depth why you want to do this? There are options, but they may not address what it is you are trying to accomplish.

do you want a character's mesh to disappear but have the logic of the character remain, as if the character was replaced by an empty? you can use the edit object actuator, set to replace mesh, and replace with an empty mesh. Or, if you do not mean during run time, add an empty, select it and your other object, and copy game property to selected, copy logic bricks to selected.

The second version.

I do not think this is possible.
But you can create an empty mesh and copy all the attributes from the other object. Certain attributes can be copied with the add-on 3D View:Copy Attribute Menu. You can use ctrl + c to open the copy menu.

All attributes means also game logic? If so, than this is it:)

Copying game logic and game properties is enabled by default. You need the mentioned add-on to copy other attributes like location/orientation.

If you go into edit mode and delete all vertices you will still retain the object origin.  I don't know if it will retain all the game variables, assigned logic.


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Linux Ubuntu CUDA rendering not available
I am using Linux Ubuntu 15.04, Blender 2.74, I have NVIDIA GeForce GT 610 which supports CUDA and 346.59 driver (latest driver available in my OS). When I open user preferences, CUDA is still not available. Why and how to fix that?

OK! The werid thing: my CPU renders up a scene 4x faster than GPU :D

Yeah, I have low-end GT 610, but quadcore 3.4 GHz i3 CPU:D

Yeah! I am planning to get new GPU, but I even really can't afford to buy enaugh food(actually my parents, I am 14 years old with low income(sometimes for music, also for good grades in school):D)


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Alt+_ Shortcuts do the wrong stuff on Ubuntu
Whenever I try to linked duplicate, I press Alt + D, but instead of linked duplicate I get some sort of debug menu popup. After that all blender controls have toggled to some other mysterious mode. I have to hold down Alt and drag the view around a bit to get back to normal (a messy way, but seems to work). Same happens for any Alt containing shortcut like Alt + Home or Alt + G. As you may know, all of those Alt shortcuts are very useful and can speed up your process. I don't want to bother changing them to other key because:

I am used to using Alt key for those tasks. It also used to work fine on Ubuntu some time ago.
I don't want to get used to other key, as that would make me slower if I use Blender on other people's workstations(which I sometimes have to do).

P.S. I haven't changed any Blender shortcuts this far.

Probably a change in the OS use of the alt-key, and you might check there to see if you can set the system to use a different key combination.

I can't find any place in system shortcuts where Alt is being used in any of the Blender combinations or outside a combination...

Possible duplicate of How to use the Alt + Right click in edit mode in Linux

Not quite duplicate of that since I tried using that method to solve it and it doesn't seem to be the case. Now my alt key doesn't function as the window control key. However, the problem persists. I think the problem is in Blender itself, but I can't find it's cause. It appears that Alt key sets it into some kind of weird control set where holding down middle mouse button and dragging around will change camera zoom, many shortcuts will do other stuff than expected.

@AdriansNetlis what you describe in your last comment is exactly what holding Ctrl + MMB should do, zoom the viewport. Alt by default does not do that.

So basically the Alt kind of "toggles" Ctrl key on virtually? Also, today I opened Blender and it seems fine. It nearly seems random to me...


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Manual Assist for Motion Tracking
I recently made a video shot that I now need to motion track. However, due to motion blur at some points, as well as my limited experience and skills in this area, I am having some issues with setting it up to move right overall. There are some "blackspots" where I just can't get enough segments to track accurately. I am wondering if I can manually feed in approximate camera position and rotation for certain frames to help Blender solve motion track? Like give the rotations at different frames where I can make them out more or less certain and than let it calculate the rest. Or even better way would be - give it approximate movement of camera and let it sort out the details. Is this possible? And if it is, than - how?
Thanks!


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Make 2 Objects Have Same Rotation
So I have the following situation:
I have 2 objects: object A has no rotation(Since the rotation has been applied via ctrl-a) and object B has a random rotation. Now I want to make object A have the same rotation as Object B.  My guess is that  I somehow have to get the obj B rotation as a vector and then aim obj A in that direction. The thing is that I have to have the exact same rotation as obj B has. (If the rot of obj B is greater than 360, then obj A rot doesn’t have to be greater than 360, it should just aim in the same direction and the roll/yaw/pitch should be exactly the same.
So how can I achieve this via Python?

You may parent both objects to an Empty or give them a 'copy rotation' constraint with an Empty set as a target. Please see related answer: http://blender.stackexchange.com/questions/36908/letter-by-letter-animation

If you just want to copy the rotation values, there is "Copy Rotation" in the Constraints tab, no need for Python scripts. If you need it for a Python script, objects have rotation_euler, rotation_quaternion, and rotation_axis_angle attributes, and rotation_mode for selecting one of them.

There is also rotation_axis_angle and rotation_mode is used to determine which rotation value is used.

@sambler For some reason I have seen those during testing and quickly ignored them thinking that they are unimportant. That was a silly thing to do. Thank you for the additional information.


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Python Rotate object with non uniform scale on local axis
How can I rotate an object with non uniform scale on the local axis.
When the object has a random scale(5,23,12), the rotation is either way off or it slightly jitters.
When it has a uniform scale(1,1,1), I can just do:
import bpy
from math import floor,ceil,sqrt,log10,radians,degrees,cos,sin,pi
from mathutils import Vector, Matrix, Euler

object_x = bpy.context.active_object

rot_matrix = Euler((radians(25),0,0)).to_matrix().to_4x4()
object_x.matrix_local = object_x.matrix_local  * rot_matrix

# Trigger UI Update
bpy.context.scene.update()
object_x.location = object_x.location

You might need to apply the scale see Question 7298


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Python Save MultiLayer EXR BUG?
I am currently writing a script that should render out each render layer via:
bpy.ops.render.render(layer=“InsertRenderLayerNameHere”)

and then save the resulting image. The problem is that when I do:
bpy.data.images[“Render Result”].save_render(“InsertFilePathHere”,scene=bpy.data.scene[0])

and I have the scene file format set to OpenExr Multilayer, the image still only gets saved as a normal/flat openexr file. This is probably a bug right?
The even weirder thing is that then I open a OpenExr Multilayer file in Blender and then go:
bpy.data.images[“OpenExr_Test_File.exr”].file_format

python outputs : “’PNG”
Thanks in advance for any answers

Hello, is there any update on this ? If the question is unanswered, should I start a new one instead ?

hi jonathan, sorry for the late answer. I think the only workaround I found at that time is to write the image to disk while rendering: bpy.ops.render.render(write_still=True). I currently don't have the time to look into it further, sorry :(

No worries, I've found a workaround in Python as well : Use the File output Node, and addinputs if yo uneed a multilayer EXR. Adding this as a suggested answer.

You can add a File output Node, then add as many sockets as you need in your multilayer EXR, and connect them to your renderlayer sockets node:
renderlayers_node = scene_tree.nodes.new('CompositorNodeRLayers')
outputfile_node = scene_tree.nodes.new('CompositorNodeOutputFile')
outputfile_node.format.file_format = 'OPEN_EXR_MULTILAYER'  # 'OPEN_EXR'
outputfile_node.base_path = base_path
outputfile_node.file_slots.new('Z')
scene_tree.links.new(renderlayers_node.outputs['Image'], outputfile_node.inputs['Image'])
scene_tree.links.new(renderlayers_node.outputs['Z'], outputfile_node.inputs['Z'])


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Blender UI Manipulation Python
I have a couple of questions:

is it possible to change the color of a single button via python?(like the “add Driver” Operator does)
is it possible to change original blender buttons to execute something else(without changing the source .py ui file). Specifically: Then the user hits the render button, I want to trigger another function and stop the rendering.

Hi, please only ask one quesiton at a time.

related: http://blender.stackexchange.com/questions/8851/in-python-is-it-possible-to-change-the-background-color-of-a-property-ui

No
No cleanly, you can re-define the classes from source .py ui files in your addon. Which is dirty.


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Adding Blender Datapaths together as strings and then executing the resulting string
is it possible to somehow execute this, so that I get the status of the show_name option?
import bpy

a = "show_name"
b = "bpy.data.scenes['Scene'].objects['Cube']" + "." + a

You can use
eval(b)

eval() will take any valid Python expression string as argument.
To set a value, use
exec(c)

But be careful, exec() will execute ANY python code, so it is considered a very dangerous command, especially if the string is from user input.
I would advice rethinking how your code is setup, there is usually very little reason to access bpy in these fashion.

Is it possible to also set a value? For example:     a = "show_name" b = "bpy.data.objects['Cube']" + "." + a + " = True" c = eval(b) This doesn’t seem to work unfortunately.

eval() only works with 'expressions'. To set something is a statement. I edited my answer to reflect that.


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How do I export this in glb format?
I have made an animation of rolling out mat, and I want to export that to .glb So I can use that in 3d viewer. can you please help? trying since 2 weeks.

You should upload your file (or a simplified version of it), to understand which tools you used for animating and see if and how they can be exported or converted for glb. Lots of Blender tools cannot be directly exported and you'll have to use some workarounds.

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

Glb(GLTF) supports only loc/rot/scale keyframes,  skeletal animation (using armatures), and shapekey animation.  I imagine you used some other technique to animate this?


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How to make instanced primitives' max/min coordinates to not be higher/lower than input mesh? (geometry nodes)
The goal here is to not let each instanced cube's position to go beyond the input mesh'.
The cube primitive node is added as instances into points of the input mesh. However, the cubes are placed from their center. D'd like to pull them inside, not letting them to be placed outside the input mesh. The idea was getting the input mesh's bounding box and use it to limit each instance individually with translate instances... but i'm not being able to do it.

In your case all you need is simple maths to shrink the spawning geometry:

Thank you for the help. Awesome solution! I just had trouble connecting your setup to the Group Input node. I'd love to apply the g. nodes on different meshes

This won't work on non-cubes. If you prepare some examples of meshes maybe we can figure something more generalized...

The goal here is quickly prototyping steel frames(and learning more about g. nodes in the process). Ty so much. I've posted a new answer on the other topic with photos of nodes, results and Blender file: https://blender.stackexchange.com/questions/319617/geometry-nodes-how-to-make-the-edge-geometry-to-fully-join-almost-there/319843#319843


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Can't see my smooth shading button in Dyntopo

Can't see my smooth shading button like everyone does in Dyntopo

Hello, it doesn't seem to exist anymore in Blender 4

As @moonboots said, it does not exist anymore - and actually I do not know why it was there in the first place. In older versions when I had the object shaded flat, the new faces added by Dyntopo were also flat, even with Smooth Shading enabled. And when the whole object was shaded smooth, the new faces were also smooth even with Smooth Shading in Dyntopo disabled.


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How do I get current view from a blend file without a camera?
This is what I see after loading a blend file, which is without a camera:

And I hope to export this object to a ply file for my hobby renderer (this part it works), but I couldn't find any way to get current view parameters (particularly I need 3 vectors: position, up, lookat). Is there a way to find these parameters?

You want to view it from the top? Press Numpad 7?

@HarryMcKenzie, no I mean the camera parameters of current view port

Getting the viewport params

@GordonBrinkmann oh via python. i was thinking from the UI. my bad.

Hi Rahn I have closed it as duplicate question, let me know if that is not what you were looking for and I will reopen your question.


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Focal lens for exact 3D printing?
I can't understand how focal lenses work in Blender, and in general. I sculpt only for 3D printing. My first attemps where made with a 50mm lens in the viewport, but some people told me that that kind of lens maybe was distorting a bit the view, so my sculpts looked a bit exxagerated, specially the ones that looked for realism.
After a bit of research, I decided to use an 85mm lens in the viewport. I think I'm more confortable with that lense, the problem is that today I noticed that other 3d software, like for example, Chitubox, doesn't render in the exact same focal lens, and I'm worried to pour hours into a sculpt just to print something that is not exact. The difference is not a lot, but a bit noticeable, being that the Blender one is a bit more "flat".
So, which lens should I use in Blender? My goal is that the 3D print is EXACT to what I see and sculpt in the Blender viewport. 85mm or 50mm?
TLDR; See bold text above.
Examples: Blender view (grey one, 85mm) and chitubox (blue one).

Human eye focal distance is roughly equivalent to 22mm lens, maybe closer to that value you get closer to expected results

85 mm gets used because in portrait photography this is a commonly used lens, so looking at a sculpt with a 85 mm lens might look similar to how portraits of people look. The 22 mm which @DuarteFarrajotaRamos mentions (I've read 17 mm elsewhere as well) is the physical focal length of our eye, but this is most likely not very practical for sculpting, because you have to get a lot closer to sculpt fine details and with that short focal length, distortions will be very strong.

The view angle of the main sharp and colored human vision is around 40° to 60°, which is why a 50 mm lens with 46° degrees is often referred to as "normal" lens. But like all focal lengths, it all depends on viewing distance as well. The problem will always be, when you move around in the viewport, zooming in and out for sculpting, perspective and proportions change. Getting "EXACT" what you see in the viewport depends on how you view it. And since you want to print it and have a real-life object, just take a picture with some other lens and/or distance, and all looks completely different.

And to conclude this: Getting close to someone's nose (with a camera or your eye) will make the nose look very large. But if you sculpt it that large, it is oversized. The only "correct" sculpting would be if you have real-life measurements like how wide is the head, how far is the nose pointing out etc. and then check this in orthographic view if these measurement are correct in your sculpt. Then viewing it with whatever lens from any distance should look like doing the same with a real head of those measurements.


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Deformation Motion Blur and Vector Pass not working in Cycles
I'm experiencing an odd behavior with deformation blur in Cycles with an specific model of an elephant even in a new scene.
When rendering with Motion Blur enabled I've got this render with only blur in its hair strands:

Here you have a render without Motion Blur for comparison:

The weird thing here is that if I add a new object and deform it with an armature, I do have the motion blur. But that's not all: if I render without MB, the geometry is missing from the Vector Pass!!! Only the strands are visible:

I've checked if I have a full Vector Pass in the Internal engine and I do:

The object have Motion Blur and Deformation enabled... I would like to share the file but I cannot as it is a Turbosquid model although I can share any screenshot. But normals are right, it doesn't work without the modifiers either or if I erase everything an apply an armature from the ground...
Do I missing something?

I found a "solution". If I join the elefant to a new object (then removing the object in edit mode) and re-apply the modifiers everything works. But I then need to comb again all the particle systems. So there's a difference between this model and a new one which causes this.

If you upload a blend file that demonstrates the problem, someone will find it much easier to help you.

Yeah, but I can't share it. Finally I found the problem, will post it tomorrow I need to finish this job today!

@GregZaal I suppose that it took me more than one day to post my answer, hehehe. Sorry, too much work :P

The model has active Auto Smooth Normals. Disabling it fix the problem.

It was a purchased model and it appears that Blender activated Auto Smooth when importing the FBX model.


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How can I set a Shape Key value to be a driver's variable?
I want a Shape Key's value to be driven by another shape key. But I don't know how to add a shape key value as a variable into a driver. I've selected single property and tried with Object or Mesh types.

Do I need to select another one?

Related http://blender.stackexchange.com/a/42037/15543

If you use an object in the Prop field, the path to the shape key is like this:
data.shape_keys.key_blocks["Key 1"].value

If you use a mesh, you don't have to put data there, so:
shape_keys.key_blocks["Key 1"].value

And if you use the Key Prop field with your key block there, then you can just use:
key_blocks["Key 1"].value


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How to get mirrored tiling in Cycles?
I'm trying to make a texture tiling mirrored as you can do in Internal. It seems that it's not so easy in Cycles. I want this:

Note that besides the A1 square you can see the same square mirrored, as well as in the G8 one and any other square in the texture's limit.
Is there any way to achieve this in Cycles?

Update December 2022
In Blender 3.5, the Image Texture node has a new mirror extension type (see here). So you can finally just set the Texture node to "Mirror".

You can achieve this usign math nodes:
Click for full size

Edit:
I have just seen you can even leave out the modulo operation. I thought it would make the coordinates repeat between 0 and 1 but it just does nothing.
Here is the .blend file for you.
What this node setup does is basically flip the UV coordinates when the image border is reached.
Result (with multiple flips):

Thanks! It works perfectly, even better than Internal! :D Just a little more question, how you can even made that node setup from scratch? It's crazy :P

Well, I just thought about what happens to the texture coordinates and translated that to math nodes ;)
And I had to solve similar problems for an image processing lecture, so I already had a rough structure for the calculations in my head.

@AntonioBuch recommend you watch: http://cgcookie.com/blender/cgc-courses/custom-uv-transformation-nodes-cycles/ to understand all the math :)

I'd also recommend watching this talk from the blender conference: http://youtu.be/kAUmLcXhUj0

That's awesome, but took me a while to notice that the second input of the power node is used instead of the first. Also your .blend file is no longer available. Try the blender stack exchange dedicated server.

Blender 2.82 added a new Pingpong mode to the Math node, which simplifies maddin45's answer. Make sure to set the scale on the Pingpong nodes to 1.0.

Is there a way to make this apply to the UVs after they've been affected by a UV Warp modifier?

@ArrowCase The UVs coming out of the UV Map node already have the UV Wrap modifier, so this does apply after the UV Wrap.

I would propose a simpler set-up, pay attention to the highlighted values:

It basically uses two Mapping nodes and one Vector Math node. Note that the first mapping node is optional, just for pre-transformation:

Nice, that looks even cleaner and avoids splitting the coordinates.

does this work for more than just 4 repeats?

@GregZaal Right, I admit the current result is not exactly the same one as BI does. I think maddin45 got better point. Btw, do you think it is still possible by following my idea?

@LeonCheung It doesn't work for me when I'm tiling either by increasing the mapping scale or the UV projection scale :-/

@AntonioBuch, Yes, like I said to GregZaal, it is not perfect. I'll try to figure it out.


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why isn't this baking correctly?
i hope i included just enough context here.

you can see the bake settings, and the low poly selection being the active one in those two selections, but when i bake it displays this plane looking empty bake in the editor there.
i think i'm copying this guy correctly at 10:10
https://www.youtube.com/watch?v=etazbacPCJA&t=618s

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

Have you checked the normals? If they point downwards, baking will not work because the rays will not hit anything.

In the Image Texture node try changing the source of the image from Single Image option to Generated.


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Geometrynode voxelizing scale issue
I'm trying to using geometry nodes to voxelize a model at a small scale. There is an abrupt cutoff around the scale of 0.005m at which the nodes no longer render the full model, but only portions of it. I tried scaling the whole model up to avoid errors with small values, to no avail. Below are images of the model as well as the geometry node logic.


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array modifier with object offset is not working properly
I was trying to create Otto Octavius's robot arms and I have made the arm parts and I have trouble making the claws part
I should mention I am using blender. version 2.93.5.
I was trying to use the array modifiers with object offset for 1 claw with respect to the, you know, the prism and I get the following result but I want to get the 2nd image.
What I wanted was in the second image if I open 1 claw others should open up also and vise versa.

https://drive.google.com/drive/folders/1MfwF4SBJIx4n1x-SCapsmaiPBOTusC9y?usp=sharing

assuming you are following the polyfjord tutorial...either provide your blend file or restart the tutorial from the start. The tutorial is really good explained and try to do it exactly as Polyfjord does. Each step. E.g. if he scales in edit mode, scale in edit mode, NOT in object mode. Makes a huge difference. I made this mistake often as beginner because i didn't know the difference.

you are showing an armature, don't you want to control the action with the armature rather than with an Array modifier? Array modifier is rather made for modelling. Also maybe shar eyour file (upload and copy paste the URL): https://pasteall.org/blend/

Maybe this question is relevant .. no array, though..

@Chris yes I was using polyfjord's tutorial but I was doing it action for action and it still gave the weird copies

ok, then please provide blend file, so we can help you.

idk how to provide the file so I just gonna give drive link

https://drive.google.com/drive/folders/1MfwF4SBJIx4n1x-SCapsmaiPBOTusC9y?usp=sharing

Array modifier works as expected. Your offset object (Circle) has scale less than claw, so each copy of the object smaller than the previous one. Your offset object (Circle) rotation is in X axis instead of Y, so each copy rotates in X axis instead of Y. Take a look at transform values that you have:

So fix that - select all objects and press Alt + G,  Alt + S,  Alt + R to clear all mess that you have. Then select object Circle and rotate it at 120 deg around Y: R, Y, 120. You will end up here:

Now you can return Circle at original position, but in Edit Mode
Also, consider using Empties as an offset object instead of geometry that you are already using, because you can rotate and scale empties, without affecting exsisting geometry.

Crantisz I didn't exactly understand
Could you please explain like idk you will explain to a noob
you know cause I am one
I meant about the first part I got the thing about the empties but not the first part

Thing about the empties is optional. Just keep in mind, that usually people use empties for such tasks.

Thank you @Crantisz
I used and empty to object offset it so that worked an every thing is working smoothly.

I tried the rotation thing but it didn't work but thanks a lot

Try changing the size of the empty and adjusting the size of the duplicate object with the original object.

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Parenting Object Not Working
I use this tutorial
When I test it like what he did at 7:13, the robot arm is not moving, it only move the Armature

Hello, please share your file (upload and copy paste the URL it will generate): https://pasteall.org/blend/

Did you select all and then Shift-Click on the armature last to make sure it was hilighted before selecting CTRL-P > Parent with Automatic Weights?

The file: https://pasteall.org/blend/ddaae180da1c4dee8f7acdb347245d6d

@JohnEason I Already did that, still the same

I can't see anything obviously wrong with your file apart from the fact that you hadn't done the parenting stage, but even when I did that the objects don't follow the bones despite apparently being parented correctly in the outliner. So I followed the tutorial from scratch with a new project and my arm works fine! I can only suggest that you start again and see if you're successful this time! :^(


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Does blender support hap codec?
Can anyone tell me if blender supports hap video codec?
I installed Quicktime and the hap Quicktime codec on Windows. I can set Blender's render output file format to FFmpeg Video the container to Quicktime but there is no hap codec in the codec list.

This is covered in the docs more or less: https://docs.blender.org/manual/en/latest/files/media/video_formats.html Basically, no. You can however convert it using FFMpeg outside of blender with the -vcodec option.

Thanks very much!