text:
How to animate arrayed objects individually
I'm trying to achieve this "growing" city effect using array modifiers to create a grid and then animating the grid so the objects move up from the floor into place. I managed to achieve this effect in C4D (as pictured below), but can't seem to achieve it in Blender.
I'm guessing the solution is pretty simple. Anything related with animating the Y position with some sort of delay. I just can't figure out how. Any ideas?

tbh honest i have no idea how the animation should look like. Can u pls add a link to an animation how it should look like? thx

"Arrayed Objects" aren't really individual objects, just one large mesh, so can't be easily animated independently. Either use individual objects or look into Geometry Nodes

I don’t think array modifiers can do this for you, but geometry nodes with a point distribute on a grid mesh primitive can. I would base the effect on distance from a starting point, probably an empty. To get the effect, have math nodes set up to get a point’s distance from the empty, subtracts an animated value from it that starts at zero and gets larger, subtract the result from 1, clip that to a 0-1 range, and use that to drive the extrusion / Z transformation of each individual building instance. What you get is a gradient ring from zero to one that expands outward from the empty and leaves a solid 1 circle inside it. The gradient will only be 1 m long, so you may want to make the animated value subtract from a value other than 1 and then divide it by that same value, to make the gradient that value long.
I hope I did this right in my head, I haven’t tested it, as Blender isn’t installed on my machine at the moment.


text:
Where can I find the source code of save_mainfile in the python API?
I'm looking for the source code of the operator bpy.ops.wm.save_mainfile.
I searched on their github repo, but I couldn't find the class linked to this operator.
As I want to rewrite this operator, I would like to see how it is implemented to adapt it.

the source code is written in C++, it's in /source/blender/windowmanager/intern/wm_files.cc but you can overwrite the Python operator or use an app handler as shown here: https://blender.stackexchange.com/q/164370/107598

@Blunder that appears to be a full correct answer. Please post it as such.

@Blunder I followed every links starting from your link to the app handler. I tried what I found here: link, but it didn't work. However, the code identified that save_mainfile is a function in which I can get idname through python code. So, even if it calls a C++ function, it should be written somewhere in python code isn't it?

I'm not a Python expert but yes, on the Python side, you have a wrapper operator and the operation itself is a C++ function (wm_files.cc:3538). If you enter type(bpy.ops.wm.save_mainfile) in the Python console it will tell you that it's a <class 'bpy.ops._BPyOpsSubModOp'>, a wrapper defined in blender/scripts/modules/bpy/ops.py:22. So, save_mainfile() is the constructor? and save_mainfile.id_name() is one of its methods that gives you the C++ id='WM_OT_save_mainfile'. There is also a py id='wm.save_mainfile'.

in ops.py:107 you can see that the operator is called by its py id ret = _op_call(self.idname_py(), .... This _op_call seems to do the magic and calls the C++ code. It's imported from _bpy. I have no idea where this _bpy module comes from. But you can call the operator when you do a from _bpy import ops as ops_module and then ops_module.call('wm.save_mainfile', { 'filepath': 'c:/tmp/test.blend'}) for example. Related question: How to call original operator from operator's override?

@Blunder, thank you for your answer, with further research it seems that _bpy is a C module, that why we cannot find it. If you post it as an offical answer, I will accept it, unless I might post answer to my own question.

source: Stack Exchange

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

sort: votes


text:
How can I deform individual instances using geometry nodes?
I have a simple fish model and can bend it around Z axis using geometry nodes - bending factor is linked to input attribute:

What I'm trying to do is to distribute this model in volume and apply random bend factor to each fish:

I don't see any option to "Set attribute" for my fish object. I understand that all instances are the same geometry, so I need to realise them first - but how to iterate each individual realised geometry to apply some complex transforms?

Sorry, I'm not sure if I understand correctly what you have done already - you say in the beginning you have a fish model and you can bend it around Z in GN, and the bend factor is linked to an input attribute. But in your nodetree nothing is linked to the attribute and I see nothing controlling the bending of the fish...? Is the fish we see the result of the bending factor -0.400? And if so, how did the fish get that bending?

@GordonBrinkmann, the fish object is bended using it's own GN modifier, I didn't post it node setup - it's just a series of rotation transforms based on "bending factor" input value (yes, the fish on screen is a result of applying -0.4 factor). I created another object (simple cube) with it's own GN modifier and use the fish object as instance there. As I understand, I can't just somehow manipulate this bend factor from this cube's GN - it just takes the resulting geometry. So maybe I need to use "straight" fish and bend it randomly after realising geometry inside cube...

https://blender.stackexchange.com/questions/308565/how-can-i-distort-instances-randomly-using-set-position-and-noise https://blender.stackexchange.com/questions/274485/how-can-i-instantiate-a-procedural-node-group-with-different-parameters/ https://blender.stackexchange.com/questions/245804/modify-instance-geometry-based-on-the-location-of-the-instance/263214#263214

You can capture attributes on points so that these attributes will be available for each instance.
We don't know which animation you want, so this is an example:

Capture two axis and a position (these will be the reference for each instance)

Use these attributes on the realized instances, so that each transform applied to the instances are calculated individually (relative to the captures axis and coordinates)

For instance:

Captures, instances on point and realize:

Then calculate on these basis:

Thanks for your reply! As I can see we never use captured position attribute while modifying realised geometry (it is not connected anywhere), so we deform the whole resulting geometry along these sine waves. This approach may solve my problem here, but I'm just trying to make things clear for me - I can't just treat realised instances as individual objects to apply individual transforms to each one independently, right? Like in your example - to make each of these bars randomly bended.

@pavelplus, I do not use the position, as this is just an example. Also I don't capture and use anything else. But let's imagine that you capture a random (int) value. After that you can associate the behavior you want from this value (including the initial position). Alternatively, if using simulation zone, you can also store named attributes which in this case could be retreive (and modified) at each step of the simulation. All that is up to what you want to do concretely.

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


text:
HDRI is loading in wrong, how can I fix it?
I am getting HDRIs primarily from Poly Haven, which I have done before and had no issues with, but now for some reason they all load in like the image below. I've tried multiple different images, in both HDR and EXR, with no luck. I have also tried images from other sites such as hdrmaps, and the issue still persists with those.
I can turn them the right way up by changing the X rotation, but changing scale or location seems to have little or no effect. Changing the output from Texture Coordinate either makes it vanish or no change, and changing the various options in the image properties either does nothing or makes it vanish. I have noted in the image view window that the outer edges and corners of the image appear stretched, but I'm not sure if that's normal or not because I didn't pay attention to it when it was working properly.
I am running Blender 4.0.2 on Windows 10.

You're using an Image Texture node, instead use a Texture > Environment Texture. Get your image again (see image).
With Node Wrangler you should be able to switch from Image Texture to Environment Texture with ShiftS which should also keep the selected image, but Node Wrangler has not been updated for Blender 4 yet:

Oh wow, thank you. I dragged and dropped the HDRI in thinking it would automatically detect it, as I'm following a course and that's exactly what the guy does. Is there a faster way than "Shift+A>Texture>Environment Texture>Select file path>Select image"? Can I maybe drag and drop it in then change its image type?

Enable the addon called Node Wrangler, then in the Shader Editor / World, select the Background node and press Ctrl T to get the 3 correct nodes, then in the Environment Texture click on the down arrow to select the right image

Thank you. The first time I did CTRL+T it created 7 new nodes and I deleted a lot of them, figured out I had both Background and World Output selected. That being said, I'm still having to navigate to my Download folder and locate the HDRI I want manually, as it's not appearing in the drop down menu. Is there really no easy way I can just drag and drop it in? I remember doing that before in an earlier project and it worked fine, but now it doesn't for some reason.

Please see my edit

Thanks again, sad that that's not just a built in feature. Not sure how I got it to work before, but oh well, guess this'll do for now.


text:
sapling add on tree
i would like to know how I reappear the sapling add tree menu, I made a tree but I want to modify it, but I can't find the menu anymore how do I make it appear again so I edit the tree

As with most objects in Blender, it's not possible to modify their original shape once you've carried out any other action. If you've just clicked on the 3D view and the menu disappeared you can bring it back with F9, but for instance moving the tree will mean that you can't bring the menu back.

thanks my brother

@GordonBrinkmann All true of course but as I said you can't bring back the menu to modify the original. Regarding your last sentences, If you remember, you can of course save your original settings as a preset at the bottom of the menu and then reload them after adding a new tree object, but that's not quite the same thing! :^)

@GordonBrinkmann I wasn't disagreeing so I think we should leave it at that!


text:
How to draw straight line in Blender
I am very new to Blender and I'm wondering how to draw a straight line in it, as depicted in the picture.

hello, are your talking about the Sculpt mode?

I am currently in object mode and am unsure whether I need to switch to another mode

Switch to Sculpt mode (CtrlTab), keep the default brush, in the Stroke panel choose Stroke Method > Line, Spacing > 1%:

in the Falloff panel choose Custom and create this kind of falloff profile:

Sculpt on the surface of your object:


text:
How to make part of a rig movable in Unity
I'm not sure if this is a Blender issue or a Unity issue - apologies if I'm barking up the wrong tree.
My partner & I are making a simple little low-poly game; I'm making character models in Blender and he's programming in Unity. We're both new to the programs and process. We want to have NPCs turn their heads and look at the first-person camera when the player interacts with them (ie, on mouse-click), but we're not sure how to best achieve that. I know I can animate a head-turn in Blender, but that won't account for all the positions from which the player might interact with the model...unless I make a bunch of tedious animations.
Is it possible to separate the head from a rig in such a way that Unity can interact with and transform it dynamically? Ideally we'd use a LookAt function in Unity to make just the model's head turn up/down and left/right, but I don't know if or how you get that from a rigged and posed Blender model to Unity. I've been searching for the past few days and not found (or possibly not understood) any solutions to this specific situation. Any thoughts on how to achieve a targeted head-turn using a Blender model in Unity?

I think Animation Rigging is built for this kind of thing. https://docs.unity3d.com/Manual/com.unity.animation.rigging.html (still have not had time to try it so can't elaborate :( )

I think you have pretty much answered the question yourself. Instead of animating it in Blender you will probably have to set the transform using a lookAt Constraint or a custom script in Unity. If the head is not a separate geometry you will have to build/use a rig in blender allowing you to drive the head movement using bones. The exchange format to unity is usually FBX, which also supports rigged geometries. The bones should be visible in unity as transforms ina hierarchy.


text:
Model and Armature need to have actions changed separately?
I have a model I created which includes a few different animations - in this case it is a gun, includes "shoot" and "reload". Those are two actions. But it seems each action exists independently on the armature and the mesh. On the action editor, if accidentally the animation is changed for the mesh, nothing happens:

if however it is changed for the armature it seems to have the intended effect.
Therefore,

What is the difference between setting the action on the mesh and on the armature?
Is it possible to have the actions on the armature only to avoid confusion?
If not is it possible to have them both switch at the same time?

I've found those two related questions:

This guy on this Blender StackExchange: apparently was trying to set actions on the mesh, which wouldn't work and the animation would seem stuck. He said "it's because appended/new actions are added under the current selected item, which can be a mesh or an armature" but he doesn't elaborate whether he managed to add them to the armature only
This guy on Reddit: has the same issue I have essentially, to quote "Is there a way to keep them together so switching actions doesn't require doing it twice?"

The file I am noticing this issue on is this one for completeness  but it is very far from special.
P.S. I use Blender v2.79 but AFAIK (having tested it quickly) the issue is exactly the same on 2.8x/2.9x.

if your gun is supposed to be animated by the armature, only give the action to the armature. Also you don't tell anything about what this gun is supposed to do so it's hard to guess the best way to do something, but I doubt there's any good reason to assign action to the gun object itself

Anything you're doing on the mesh can be done on the armature.  Even shapekeys etc can be driven from the positions (or whatever) of bones in the armature.  Your best bet is to not have an action on the gun at all, because then you don't have to worry about ever syncing anything on the NLA.

@moonboots it is supposed to be exported for use in videogames. I haven't deliberately assigned actions to the mesh, I probably did it through ignorance, how do I avoid that in the future? or how can I make the action unassignable to the mesh?

It looks like you've accidentally assigned the same action to both the object and the armature when you actually need to assign it to the armature only, as it is controlling the object.
To remove the action, select the object (gun), open the Dope Sheet, switch it to Action mode, click on the X button, it won't delete the action, it will just remove it from the selected object:

You can also go in the Outliner and under the gun object, right click on the action and Clear Animation Data:


text:
Is there a way to display more than 7 strips/channels in video sequencer?
By default blender video sequencer will show only 7 strips in the viewport. There can be more strips in the project, but you have to scroll up to see them and work with them. For usability purposes I'd like to have more strips visible (say 14). But cannot find this option in the preferences and on the internet. Maybe still it can be done somehow? Maybe there is a constant in config file or source files that can be changed from 7 to 14 for this particular purpose.
Thanks in advance!!

you can either make the window bigger or in the window scale the y scale as you would do in viewport (zoom in and out)

There is an option, I just don’t remember how. It involves holding a key and scrolling as I remember.

Thanks a lot. I tried making window bigger, but no effect. It will simply "stretch" strips.
CTRL+ (Mouse Wheel pressed drag down) did the trick. Thank you!

You can scale the y scale as you would do in viewport (zoom in and out) using ctrl + middle-mouse-button

The view will often seem limited 'to 7 or 8 channels if 'View' > 'Limit view to contents' is checked. Once deselected, you should be able see as many channels as you like.


text:
Weird armature deformation on mech leg
I am trying to learn rigging and I tried to rig this mech there is some weird deformation when I try to move the leg of the mech

I don’t really know how to fix this. As I am new to this is there anybody who can help me?
You can download the model file here

Select the vertices that are not supposed to move and remove them from all groups:

Then assign them to the correct vertex group:


text:
Error when trying to use automatic weight paint
I'm having some trouble with the rig ive put together for this model. When i try to join/parent the mesh and the skeleton it gives an error stating: Bone Heat Weighting: Failed to find solution for one or more bones. Doesn anyone know/have any quick or easy solutions for this? Thanks.

https://blender.stackexchange.com/questions/15964/heat-weighting-failed-to-find-solution-for-one-or-more-bones https://blender.stackexchange.com/questions/2845/bone-heat-weighting-failed-to-find-solution-for-one-or-more-bones


text:
Technique / Algorithm of Decimate Modifier in Blender
I am currently working on a project to generate Levels of Detail (LODs) using the Decimate Modifier in Blender. As part of the theoretical component, I need to explain the algorithm or technique employed by the Decimate Modifier for mesh simplification. Specifically, I would like to know which algorithm the Decimate Modifier uses for mesh simplification. Is it the Quadric Error Metrics (QEM) algorithm or the Progressive Mesh Simplification algorithm?

Blender is open source, you can look through the code and find out all about it first hand

Looks like according to this line in the Blender source code it's using the Quadric algorithm.

Thanks a lot. yes I hav checked the source code and I think it is QEM algorithm


text:
Render Settings for an earth
I am new to Blender and created an earth and wanted to render it now but it says it will take up to 20hours and more!
It is an animation with 400 Frames and I have a gaming pc, so it shouldn't be such a problem. Yesterday I rendert an Iglo with some aurora lights (600 Frames) and it was onyl 2h.
The earth animation is for a university project in a planetarium which has a 2k (2160x2160) resolution.
Can anybody tell me what I can optimize in the render settings? Already watched so many videos but I am not sure what is right for my render :(
Thanks!
The earth:

Settings:
Sampling:

Light Paths:

Subdev & Simplify:

Film:

Performance:

Format:

Your Device > GPU Compute is greyed out, which means it will render with the CPU. This can take ages... go to Edit > Preferences > System and check your GPU under OptiX if available for your card or else CUDA. Oh and under Performance > Memory the Tile Size is set to 2048 pixels, your image is slightly larger with 2160 pixels, so it will be rendered in 4 tiles. Maybe try to disable tiling and render a single image to see if it is quicker than 4 tiles (if you are back to rendering with GPU Compute).

Omg thank you sooo much! I think turning on the GPU and render with bothsaved me like 24 h haha. Thanks again!


text:
Why isn't the frame animation not changing its animation?
I've just rendered an animation about a intro, and it seems likes it's on the same thing and it Isn't changing. I'm on frame 21 it just shows the same animation over and over again. Here's is a screenshot of what is repeatably animated.

https://i.sstatic.net/L0deG.png

your end fram is set to 5. so after the first 5 frames you will just be rerendering frame 5.

Not sure if it answers "same animation over and over again", but your end frame is set to "5" in the image, so it would stop there.

It shows now my end frame is at 608, but it shows the same thong.

try disabling the Sequencer in Post Processing options and see if there is no track in the NLA editor that is causing this problem.

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


text:
How to make backpack parented to bone to be detachable with good weight paint for straps?
I have one backpack object paranted to armature like this (it needs to be detachable to be able to fall down, etc) with Child Of constraint to follow the chest bone of the character:

But that creates some problems because my straps have 100% weight of this bone also. Straps now don't follow the topology of character:

If I weight paint straps (directly to the chest bone for example) to fix that, backpack will not be detachable anymore:

Is there a way to fix that without separating the mesh of backpack or creating additional bones for it? Thanks!

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


text:
Updating batch export Script for Blender 2.80
I have an addon that works for 2.79 for batch exporting of .obj files, but now i'm looking to use 2.80, so trying to update the addon but no success. I've tried following a guide on YouTube with the API changes, but it's just not working. The original is below, and the changes i've made after.
import bpy
import os

from bpy_extras.io_utils import ExportHelper

from bpy.props import (BoolProperty,
                       FloatProperty,
                       StringProperty,
                       EnumProperty,
                       CollectionProperty
                       )

def highlightObjects(selection_list):
    for i in selection_list:
        bpy.data.objects[i.name].select = True

class ExportMultipleObjs(bpy.types.Operator, ExportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "export_scene.multiple_objs"
    bl_label = "Export multiple OBJ's"
    bl_options = {'PRESET', 'UNDO'}

    # ExportHelper mixin class uses this
    filename_ext = ".obj"

    filter_glob = StringProperty(
            default="*.obj;*.mtl",
            options={'HIDDEN'},
            )

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator setting before calling.

    # context group
    use_selection_setting = BoolProperty(
            name="Selection Only",
            description="Export selected objects only",
            default=True,
            )
    use_animation_setting = BoolProperty(
            name="Animation",
            description="Write out an OBJ for each frame",
            default=False,
            )

    # object group
    use_mesh_modifiers_setting = BoolProperty(
            name="Apply Modifiers",
            description="Apply modifiers (preview resolution)",
            default=False,
            )

    # extra data group
    use_edges_setting = BoolProperty(
            name="Include Edges",
            description="",
            default=False,
            )
    use_smooth_groups_setting = BoolProperty(
            name="Smooth Groups",
            description="Write sharp edges as smooth groups",
            default=True,
            )
    use_smooth_groups_bitflags_setting = BoolProperty(
            name="Bitflag Smooth Groups",
            description="Same as 'Smooth Groups', but generate smooth groups IDs as bitflags "
                        "(produces at most 32 different smooth groups, usually much less)",
            default=False,
            )
    use_normals_setting = BoolProperty(
            name="Write Normals",
            description="Export one normal per vertex and per face, to represent flat faces and sharp edges",
            default=False,
            )
    use_uvs_setting = BoolProperty(
            name="Include UVs",
            description="Write out the active UV coordinates",
            default=False,
            )
    use_materials_setting = BoolProperty(
            name="Write Materials",
            description="Write out the MTL file",
            default=False,
            )
    use_triangles_setting = BoolProperty(
            name="Triangulate Faces",
            description="Convert all faces to triangles",
            default=False,
            )
    use_nurbs_setting = BoolProperty(
            name="Write Nurbs",
            description="Write nurbs curves as OBJ nurbs rather than "
                        "converting to geometry",
            default=False,
            )
    use_vertex_groups_setting = BoolProperty(
            name="Polygroups",
            description="",
            default=False,
            )

    # grouping group
    use_blen_objects_setting = BoolProperty(
            name="Objects as OBJ Objects",
            description="",
            default=True,
            )
    group_by_object_setting = BoolProperty(
            name="Objects as OBJ Groups ",
            description="",
            default=False,
            )
    group_by_material_setting = BoolProperty(
            name="Material Groups",
            description="",
            default=False,
            )
    keep_vertex_order_setting = BoolProperty(
            name="Keep Vertex Order",
            description="",
            default=True,
            )

    axis_forward_setting = EnumProperty(
            name="Forward",
            items=(('X', "X Forward", ""),
                   ('Y', "Y Forward", ""),
                   ('Z', "Z Forward", ""),
                   ('-X', "-X Forward", ""),
                   ('-Y', "-Y Forward", ""),
                   ('-Z', "-Z Forward", ""),
                   ),
            default='-Z',
            )
    axis_up_setting = EnumProperty(
            name="Up",
            items=(('X', "X Up", ""),
                   ('Y', "Y Up", ""),
                   ('Z', "Z Up", ""),
                   ('-X', "-X Up", ""),
                   ('-Y', "-Y Up", ""),
                   ('-Z', "-Z Up", ""),
                   ),
            default='Y',
            )
    global_scale_setting = FloatProperty(
            name="Scale",
            min=0.01, max=1000.0,
            default=1.0,
            )

    def execute(self, context):

        # get the folder
        folder_path = (os.path.dirname(self.filepath))

        # get objects selected in the viewport
        viewport_selection = bpy.context.selected_objects

        # get export objects
        obj_export_list = viewport_selection
        if self.use_selection_setting == False:
            obj_export_list = [i for i in bpy.context.scene.objects]

        # deselect all objects
        bpy.ops.object.select_all(action='DESELECT')

        for item in obj_export_list:
            item.select = True
            if item.type == 'MESH':
                file_path = os.path.join(folder_path, "{}.obj".format(item.name))
                bpy.ops.export_scene.obj(filepath=file_path, use_selection=True,
                                        axis_forward=self.axis_forward_setting,
                                        axis_up=self.axis_up_setting,
                                        use_animation=self.use_animation_setting,
                                        use_mesh_modifiers=self.use_mesh_modifiers_setting,
                                        use_edges=self.use_edges_setting,
                                        use_smooth_groups=self.use_smooth_groups_setting,
                                        use_smooth_groups_bitflags=self.use_smooth_groups_bitflags_setting,
                                        use_normals=self.use_normals_setting,
                                        use_uvs=self.use_uvs_setting,
                                        use_materials=self.use_materials_setting,
                                        use_triangles=self.use_triangles_setting,
                                        use_nurbs=self.use_nurbs_setting,
                                        use_vertex_groups=self.use_vertex_groups_setting,
                                        use_blen_objects=self.use_blen_objects_setting,
                                        group_by_object=self.group_by_object_setting,
                                        group_by_material=self.group_by_material_setting,
                                        keep_vertex_order=self.keep_vertex_order_setting,
                                        global_scale=self.global_scale_setting)
            item.select = False

        # restore viewport selection
        highlightObjects(viewport_selection)

        return {'FINISHED'}

def register():
    bpy.utils.register_class(ExportMultipleObjs)

def unregister():
    bpy.utils.unregister_class(ExportMultipleObjs)

if __name__ == "__main__":
    register()

    # test call
    #bpy.ops.export_scene.multiple_objs('INVOKE_DEFAULT')

And here's what i've got so far. It's not giving any errors when running it, it's just not doing anyhting.
import bpy
import os

from bpy_extras.io_utils import ExportHelper

from bpy.props import (BoolProperty,
                       FloatProperty,
                       StringProperty,
                       EnumProperty,
                       CollectionProperty
                       )

def highlightObjects(selection_list):
    for i in selection_list:
        bpy.data.objects[i.name].select = True

class Export_OT_MultipleObjs(bpy.types.Operator, ExportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "export_scene.multiple_objs"
    bl_label = "Export multiple OBJ's"
    bl_options = {'PRESET', 'UNDO'}

    # ExportHelper mixin class uses this
    filename_ext = ".obj"

    filter_glob : StringProperty(
            default="*.obj;*.mtl",
            options={'HIDDEN'},
            )

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator setting before calling.

    # context group
    use_selection_setting : BoolProperty(
            name="Selection Only",
            description="Export selected objects only",
            default=True,
            )
    use_animation_setting : BoolProperty(
            name="Animation",
            description="Write out an OBJ for each frame",
            default=False,
            )

    # object group
    use_mesh_modifiers_setting : BoolProperty(
            name="Apply Modifiers",
            description="Apply modifiers (preview resolution)",
            default=False,
            )

    # extra data group
    use_edges_setting : BoolProperty(
            name="Include Edges",
            description="",
            default=False,
            )
    use_smooth_groups_setting : BoolProperty(
            name="Smooth Groups",
            description="Write sharp edges as smooth groups",
            default=True,
            )
    use_smooth_groups_bitflags_setting : BoolProperty(
            name="Bitflag Smooth Groups",
            description="Same as 'Smooth Groups', but generate smooth groups IDs as bitflags "
                        "(produces at most 32 different smooth groups, usually much less)",
            default=False,
            )
    use_normals_setting : BoolProperty(
            name="Write Normals",
            description="Export one normal per vertex and per face, to represent flat faces and sharp edges",
            default=False,
            )
    use_uvs_setting : BoolProperty(
            name="Include UVs",
            description="Write out the active UV coordinates",
            default=False,
            )
    use_materials_setting : BoolProperty(
            name="Write Materials",
            description="Write out the MTL file",
            default=False,
            )
    use_triangles_setting : BoolProperty(
            name="Triangulate Faces",
            description="Convert all faces to triangles",
            default=False,
            )
    use_nurbs_setting : BoolProperty(
            name="Write Nurbs",
            description="Write nurbs curves as OBJ nurbs rather than "
                        "converting to geometry",
            default=False,
            )
    use_vertex_groups_setting : BoolProperty(
            name="Polygroups",
            description="",
            default=False,
            )

    # grouping group
    use_blen_objects_setting : BoolProperty(
            name="Objects as OBJ Objects",
            description="",
            default=True,
            )
    group_by_object_setting : BoolProperty(
            name="Objects as OBJ Groups ",
            description="",
            default=False,
            )
    group_by_material_setting : BoolProperty(
            name="Material Groups",
            description="",
            default=False,
            )
    keep_vertex_order_setting : BoolProperty(
            name="Keep Vertex Order",
            description="",
            default=True,
            )

    axis_forward_setting : EnumProperty(
            name="Forward",
            items=(('X', "X Forward", ""),
                   ('Y', "Y Forward", ""),
                   ('Z', "Z Forward", ""),
                   ('-X', "-X Forward", ""),
                   ('-Y', "-Y Forward", ""),
                   ('-Z', "-Z Forward", ""),
                   ),
            default='-Z',
            )
    axis_up_setting : EnumProperty(
            name="Up",
            items=(('X', "X Up", ""),
                   ('Y', "Y Up", ""),
                   ('Z', "Z Up", ""),
                   ('-X', "-X Up", ""),
                   ('-Y', "-Y Up", ""),
                   ('-Z', "-Z Up", ""),
                   ),
            default='Y',
            )
    global_scale_setting : FloatProperty(
            name="Scale",
            min=0.01, max=1000.0,
            default=1.0,
            )

    def execute(self, context):

        # get the folder
        folder_path = (os.path.dirname(self.filepath))

        # get objects selected in the viewport
        viewport_selection = bpy.context.selected_objects

        # get export objects
        obj_export_list = viewport_selection
        if self.use_selection_setting == False:
            obj_export_list = [i for i in bpy.context.scene.objects]

        # deselect all objects
        bpy.ops.object.select_all(action='DESELECT')

        for item in obj_export_list:
            item.select = True
            if item.type == 'MESH':
                file_path = os.path.join(folder_path, "{}.obj".format(item.name))
                bpy.ops.export_scene.obj(filepath=file_path, use_selection=True,
                                        axis_forward=self.axis_forward_setting,
                                        axis_up=self.axis_up_setting,
                                        use_animation=self.use_animation_setting,
                                        use_mesh_modifiers=self.use_mesh_modifiers_setting,
                                        use_edges=self.use_edges_setting,
                                        use_smooth_groups=self.use_smooth_groups_setting,
                                        use_smooth_groups_bitflags=self.use_smooth_groups_bitflags_setting,
                                        use_normals=self.use_normals_setting,
                                        use_uvs=self.use_uvs_setting,
                                        use_materials=self.use_materials_setting,
                                        use_triangles=self.use_triangles_setting,
                                        use_nurbs=self.use_nurbs_setting,
                                        use_vertex_groups=self.use_vertex_groups_setting,
                                        use_blen_objects=self.use_blen_objects_setting,
                                        group_by_object=self.group_by_object_setting,
                                        group_by_material=self.group_by_material_setting,
                                        keep_vertex_order=self.keep_vertex_order_setting,
                                        global_scale=self.global_scale_setting)
            item.select = False

        # restore viewport selection
        highlightObjects(viewport_selection)

        return {'FINISHED'}

classes = ( Export_OT_MultipleObjs )

register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()

    # test call
    #bpy.ops.export_scene.multiple_objs('INVOKE_DEFAULT')

What else needs to be changed? Thanks

Updated the addon for 2.8x: Export multiple objects to .obj

@brockmann I didn't know where it originally came from, but this is exactly what I needed. The changes I made were subtle, but this has it all. Thank you for linking this.

Glad I could help @AS

@brockmann By any chance did you also do the mass import script too?

Looks like that's already done, see the link at the bottom of p2or's answer.

I see it, thank you very much. Appreciate the help.


text:
Can't export UV Map Collada
When I export my Blender file to collada file. The image texture is not exported. I tried all possible export options. Does anyone of you guys have an idea why I can't get a collada file which is textured?

Possible duplicate of .fbx export why there are no materials or textures?

@DuarteFarrajotaRamos This is a different format - so while the answer may be useful/apply, this question is not technically a duplicate.


text:
"Boolean" does not create a new faces
I cant figured out why a cylinder make a hole in my geometry, when it supposed to be a notch? Why there isn't new faces?

Boolean modifiers are known to cause issues when dealing with non-manifold and/or curvy geometry.
I can't say for sure what exactly what is causing the issue from your screenshot, but I'd guess it has to do with how you constructed it, seeing that your object is named as a plane in the outliner.
Applying a Solidify Modifier before the Boolean Modifier should fix your issue.


text:
Moving an edge without "humps"
I need to move an edge back along Y axis (as you can see on picture), but on that part's appearing humps. How can I get ride of them and keep it straight?

Hello sir. consider uploading your blendfile here https://blend-exchange.giantcowfilms.com/ co others can take a closer look :).

I'm not sure there's any other way to do it than manually


text:
Rendering cancel with OptiX
I have a small trouble with viewport rendering in Cycles (b2.82a) + Optix [RTX 2070].
As you can see on the screenshot, it is "cancel", so objects in one of my scenes appears just gray in gray space, no matter if I created material now or it was added before. For other scenes (all of them was created in Blender 2.81 on old PC and transferred to the new PC), CUDA rendering and in Eevee+OptiX it works properly, though.
I checked ray visibility for objects and tried b2.83, where it sometimes render, sometimes cancel.
I have no idea what can cause this problem.


text:
Creating curved grid with triangle windows
How to model curved grid with triangle windows and keep it smooth? I tried to model everything and then snap (project) it to main mesh, but it causes a lot of wird shading at corners.
The mesh's on pic.

The shading issue is coming from the subdivision modifier trying to average out all those cuts into the surface. The explanation for how to resolve that issue is a bit lengthy so please bear with me.
I've assumed you're trying to build these windows and attach them to the outside of the curved surface. If you intend to use the Boolean modifier to cut these windows into the curved surface, there's another world of hurt coming.
Also, the final model isn't 100% perfect, there are still some minor shading issues which could still be cleaned up.

I've made this by modelling a window as its own, separate object and using an array and mirror modifier to duplicate it.
The window itself is rather simple. I took a plane and inset it (the shortcut key is I. From there, I cut out the center triangles and applied a Solidify modifier. Since I intended to use the Simple Deform modifier to bend the window, I needed there to be sufficient geometry for the bend to work properly. To add that geometry, I used the Subdivision Surface modifier.
To maintain the shape of the window cutout while using subsurf, I added a few support loops and a slight bevel modifier. To keep the face shading from getting messy, I marked the edges of the outer/inner perimeter of the window frame as sharp (you can do this in Edit mode by selecting the edges, pressing Ctrl+E and selecting Mark Sharp. This will cause the edges to appear blue by default in Editing mode, but is not shown in my wireframe screenshot).

As mentioned earlier, I used the Bevel, Subdivision Surface, and Simple Deform modifiers to bend the window shown below.

In the process of replicating the window, I need to move the origin which screwed up the Simple Deform modifier. I would thus need to apply the modifiers, but before doing so< I saved the original window without the modifiers applied and hid it. Backing up your models before applying destructive editing can save your life if it turns out there was a problem with the model before applying those modifiers.
Noting that your model has a forward-facing window than a horizontally flipped window, I took the object and added a Mirror modifier with an object offset before applying the Simple Deform modifier. Doing it after the fact would mess up the mirror line.  Admittedly, this could have also been done by hiding all the modifiers, duplicating it and rotating the duplicate 180 degrees.
At this point, I applied all the modifiers. To duplicate the object and rotate it around the curved surface, in my case an open cylinder, I used an Array modifier with just an object offset (make sure you disable the relative offset). The object, in this case, add an Empty Axis at the origin and use that as the target object.
When you do that, you'll find that all the array modifier isn't working yet. Move the 3D cursor back to the origin (Shift+S - Cursor to World Origin), select the window, right-click and Set Origin > Origin to 3D Cursor.

Now, select the empty axis and rotate it on the Z-axis only, and each additional window from the Array modifier will be rotated that angle around the origin. Rotate it so that the windows line up just right.
Finally, just to keep things neat, parent to the empty axis to the window so that you can move the windows around without messing up the array modifier then hide the empty axis.
I've included the blend file below.


text:
"Make links" moving all selected objects to 1 point
I really tied found solution but I did't so I post here my question.
I want to optimize my viewport with "Make Limks" Option.
Problem is when I select all objects that I want to link and applied this option all my objects moves to object that I was linking to.
enter image description here

It is probably because all your objects centers are at the same location. Same data, same center: they overlap once linked. So before linking select them all and use the menu object/transform/origin to geometry.

Oh that true, thank You I forgot about origins.. Some times source of problem is so obvious so it hard to find first =)


text:
My model gets distorted when I rig it
I made  wolf model:

I started to follow tutorials to rig the head to prepare my wolf to animation. And when I wanted to see the result in object mode, this :

I unwraped my model, I remove the X-mirror options and some modifiers, nothing.
Could you help me to fix this ?
Btw : I'm not a native english speaker, so my english is quite bad, if you don't understand something, I can try to say it differently
Have a nice day

Probably, first thing to try: apply scale. In object mode Ctrl A then choose scale. If it does not work, please upload the blend file using http://blend-exchange.giantcowfilms.com/

Thanks for taking the time to answer me, but finally I fixed my problem (I forgot to delete a shape key, oops ^^)

@Lymphaa you can add that as an answer. (someone else might have this problem too.) PS your English is quite good.

You might also want to inspect for keyframes that you didn't mean to place but accidentally did. I have had a similar result especially when using cntl+option+0 to place a camers


text:
concentric cylinders in geometric nodes
In Geometric Nodes, I wanted to build concentic cylinders that never stop growing, over 1,800 images.
I succeeded, but the setup is very cumbersome.
For each cylinder, you need about ten nodes.
For the final fifty cylinders, you end up with a toal of more than 500 nodes.
I'm sure there are ways of simplifying this, but I can't manage it.
Can a geometric nodes specialist help me?
Thank you.
https://youtu.be/xej2wZ3sVeQ

Using a simulation zone (Blender 4.0) for animation:

Create a cylinder.
Orient it.
Go into simulation zone.
Scale instance, and add another one when some frame is reached (modulo something from the frame).
Then after the simulation zone, extrude the cylinder(s).

A sim zone was added in B3.6

Tank you so much for your help. I'll try asap.

No need for a simulation zone:

Ensure the scales of count cylinders divide the maximum radius (scale of 1): max, exactly
Scale duplicates (index*(max/count) + (speed*scene time)) mod (max)

For this effect:

well... this is not the same effect, but why not... +1

Have a look to the youtube video linked in the question

@lemon I did.. the only difference I see is a sort of Boolean fudge near zero. Else, arithmetic progression in scale, OK, matched .. the relative thickness, height,  (easily set by curve profile, here) camera angle.. we'll see .. I'm too late anyway.. except for your kind UV  :)

Sure, using repeat zone, introduced in 4.0, you can do it much simpler way:

Also, try to avoid using Mesh Boolean. It is very slow!
Input value in repeat zone animated:

But is this a growing scale like in the video? I'm not on a computer right now to check, but this looks very static to me.

@GordonBrinkmann I didn't know that answers without GIF is not acceptable in this topic.

Never said it's not acceptable. It was not about the static image, I was asking if that would move because your setup before editing the answer had no keyframed value or used a Scene Time node like in the question.

Thanks very much. Back to work!


text:
Align all elements to point toward center
Hello I need to align the green arrow toward the center in Geo Nodes. I can not figure it out!
Please could someone help me.
I would like the green arrows to all point toward the center but I don't know how to do it. I have to align the normal of the center of the curve maybe?
These are curves with a profile extruded along the curve. I need the flat part to face toward the center

My suggestion is to grab some information from the icosphere before you convert it to curves.
It is easier to get the information you want at the beginning: you only need a couple nodes (align euler to vector + normal node).

In order to transfer the rotation of the normals of the input geometry you can use the sample nearest and sample index nodes (which are used to transfer attributes) to push the information along.  (I did not copy your tree exactly, not having your .blend):

You can make adjustments with the rotate instances node. Then when you instance at the ends of your profile curves, you can choose which side, in this diagram indicated by the green arrows, will point towards the centre.

This may be similar to @common_goldfish's one - but since I saw the trouble investigating, I put it here also.
One thing I added is the 'Set Curve Normal' node and sampled a small centered icosphere's surface to get some normals. Could work for entirely spherical structure.
See if it helps:


text:
align instance average between 2 faces
I need to rotate the object around its center to align to the average between the 2 faces on either side. I found this answer which is absolutely what I want to do but to no avail. Really I need is a flat side pointing up (not the corner)
This is exactly what I want to achieve but can not find the correct solution
Geometry node - instantiating a cube only in the middle of another geometry edge

Not necessarily the right way for you to go... (this illustration leaves out other aspects, scaling by edge-length, etc.,) ... but if your reference geometry has faces,  a Normal in the Edge domain is the average of the normals of adjacent faces.

you can try this node setup:

result:


text:
scaling fcurve and feeding it to strength of wind force field
Im trying to make wind force field to push on some falling particles to the beat of music.
I can bake the music in a f curve and adjust the forcefield that way.  But I'd like to scale the f curve before it feeds into the force attribute. I thought I could do this in the geometry editor but geometry editor does not let me modify the force field.  Is there another way of doing this.


text:
In geometry nodes cannot connect attribute to cylinder
I am trying to use geometry nodes to do a type of world bar graph. Im using cylinders for the bars.  My data has longitude, latitude and a proportion field.  The proportion field is a number from 0-1

I am trying set the depth of the cylinder based on the proportion.  but am not able to link the Named attribute proportion to the cylinder's depth.  How do I get the height of the cylinder to be based on data?

just use the scale input of your "instance on points" node as input of a "combine xyz", where x=1, y=1, and z is your output from your "multiply node".
Note: you cannot plugin in a field value (which is the named attribute, diamond shaped input) into the depth input of the cylinder (which is a single value, round shaped input) because multiple values cannot be converted to one value. That's why you have to change that values later in your GN tree.


text:
Drag and Drop STL using Script?
Is it possible to have a panel with stl files (or icons representing them) that can be dragged and dropped into the Viewport? I've read through a number of forum posts claiming that it was in the works at some point, but I can seem to find anything conclusive.
Is there an add-on that allows that functionality?
Thanks!

Drag and drop is quite limited in Blender. If you'd like to make that work properly you'd have to add that functionality in C.

Does it exist at all? If so, where is that in the documentation?

Not really. The answer says it's supposedly being worked on in 2.8. But the question is three years old, so I would be curious to see if it ever did get implemented. But based on the lack of available evidence, I'm guessing it's not

Nothing really changed since then...

Too bad, that's what I figured

You can always look into the source code for evidence. Would take some time though :) AFAIK you can drag images and blends into the viewport at the moment.

The VSE has drag and drop for adding movie clips and image strips. The Info Panel says it's calling the usual operators, so it seems like it's Python-level and you should be able to make it work with other panels too.


text:
Blender API - Creating objects attached to a selected object
This is my first question, so bear with me!
I'm trying to create a program that lets you build your own houses and buildings and export the final model as an stl for 3D printing.
I'm good at 3D modelling and decent at Python, but I've only recently gotten back into Blender and just started playing with the API. I'm having trouble figuring out how to get an object to "do something" when I click on it.
Here's what I want to do:
I'd like the user to be able to place planes in the viewport that will represent the walls of a house or building. I'd like to be able to click on on a plane and bring up a pop-up window allowing me to add another plane next to or above the selected plane. The user could keep clicking on planes and adding new ones until they create a nice outline of the house they want to make. I'd also like to be able to click on a plane and add things like windows and doors. This is meant for people that don't have any modelling experience, so ideally, placing planes would be very simple and wouldn't require to much tinkering. Just have newly created planes snap to the selected plane. In the end, I would like to replace the planes with models I've created--different types of walls (bricks, wood, etc.), windows, doors, things like that. Then You would combine everything into one stl and export it for 3D printing.
So there are two things I need to figure out:

How to get an object to "do something" when you click on it.
I think a custom pop-up box would be the best way to go. I've thought about adding separate arrow objects on each side of a plane (maybe child objects?) that will create another plane when clicked...but that also requires figuring out how to get an object to do something when it is selected.

Create a custom window with pictures of assets I've created that can be selected to replace the planes with actual wall assets. So far I've only seen people use the icons available in Blender.

THanks so much for any advice!

The question is well written and we're always happy to have new users, but I fear it may get closed for being too general, or out of scope for BSE.  If it does, fear not.  You can edit your question into something that's a better fit, and it will be queued for review.

Gotcha. In that case, I'll be more specific: How do I check to see if an object is selected or clicked?

I would try bpy.context for the needed info here. Have you looked at the python documentation at docs.blender.org ?


text:
API/Python - Referencing a class from a different Python file
I would like to know how reference a Class created in a separate Python file.
I'm working on an add-on that will let people create custom models using designs I've sculpted. I have a custom UI with buttons that let you choose which models to import and what to do with them. However, I would like to add new models in the future, which would require adding new stl's to the same directory. More importantly, this would mean the UI would need to be updated with new buttons and check marks.
Here is the main panel I created. Each of those operators are different models that can be imported.
class BaseCreator(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Base Creator"
bl_idname = "Base_Creator"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = 'Base Creator'

def draw(self, context):
    layout = self.layout

    row = layout.row()
    layout.operator("dungeon.tile")
    row = layout.row()
    layout.operator("initialize.scene")
    row = layout.row()
    layout.operator("terrain_import.rocks")
    row = layout.row()
    layout.operator("terrain_import.stone")
    row = layout.row()
    layout.operator("terrain_import.sand")
    row = layout.row()
    layout.operator("terrain_import.seals")
    row = layout.row()
    layout.operator("terrain_import.industrial")
    row = layout.row()
    layout.operator("change.terrain")
    row = layout.row()

    layout.operator("add.assets")
    layout.operator("terrain.combine")

I would like to place this in a separate python file whose name will always be the same (let's say "MyUI.py") and lives in the same directory as the models that can be imported. How would I would I pull in this class in the main code? I know I'll have to import it, but how do I reference the class so that it creates the panel when I run the main script? Do I place the whole class in a separate python file, register it there and then just import that when the main code starts? Or do I leave the class where it is and just place the draw function in a separate file?
I've managed to put variables like lists of asset names in a separate file and call them successfully, but I'm not totally sure how to call a class from a separate python file and make it create the panel successfully. Any help would be appreciated!

This may help with your goal Multi file Addon

This is helpful, thank you. I'm assuming I could replace individual files with new ones of the same name, just with updated code, without messing up the program, correct?

Nope, the functions and class names have to match as well so there is no real advantage, related or duplicate: best practice for add-on generation with many functions single file or split it up?

Maybe I didn't explain well enough. Each of those operators are functions that import a specific stl and then move and rotate it. Yes, if I add a new operator row I would need to add the function it references as well. I would like to place those in a separate file which the main code will import. That way, when I make new models (and the corresponding function to import them) I can add them to the separate python file. That way, I can send that to someone and they can just replace their existing file with that one, without needing to update the main code

Hard to guess what you mean. (1) "if I add a new operator row I would need to add the function it references as well" - not necessarily. You can declare operator properties like rotation or scale  for all models and pass the user values: https://blender.stackexchange.com/a/2516/31447 (2) That way, I can send that to someone and they can just replace their existing file with that one - You'll have to maintain the add-on, updating is required anyway (blender is constantly changing) so I personally don't see any real advantage by doing that.

Building a dynamic panel based on the count of the models within the folder would make sense to me though... Why stl files? If you'd use eg. obj files you can easily create them using python if necessary.

Ah, thank you for explaining . How would that work? I was trying to think a solution like that but couldn't figure it out. The function I use to import models generally uses the name of the corresponding stl file. Is there a way to create a dnamic panel that creates buttons based on the stl files currently in the directory? Maybe loop through the files and [do something] when it comes across an stl?

Yep, multiple ways to do that... for now I think one easy way is adding a folder property to the panel and add an operator to "generate the ui" within a for-loop, should be easy to do based on the following Q&A: https://blender.stackexchange.com/questions/57306/how-to-create-a-custom-u

Hmm, I think that sounds doable. The only other issue is, several of my buttons don't correspond to only one stl. For example, I have one that imports plant models. But I have multiple plant models (Plant1.stl, Plant2.stl, etc.) and it grabs one randomly from a list of file names. I suppose it could just loop through the directory, name the button after the word before the number and add list of the full name of all Plant stls and randomly import for that when the button is pressed


text:
Problem with export DXF - Why?
Export do dxf doesn't work - why..?
File:
https://we.tl/t-alrsR9t9rT

Solution entails:

converting to grease pencil
and again - convert to mesh

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

Ok, thanks, i will try make this more useful in this week!


text:
Blender Rigify: automatic weights incorrectly deforming my mesh
I'm making a human character, rigging with the rigify addon, but when I generated the rig and parented with automatic weights, everything on the body deformed terribly. I usually don't have this problem when I rig. I've tried applying all transforms on my mesh, and setting origin to geometry with both the mesh and armature, but the result is still the same. Not pictured, but when I apply the scale transforms to my mesh (if I needed to do that in order to fix the problem), it also scales up the hair particles attached to the head. Help is greatly needed lol.

Automatic weights only provide you with a starting point.  Sometimes the starting point is good enough, but most times you need to weight paint to tune the weights to what you need.

It may be the weights, or it may be the rig.  Look at your tweak bones (blue circles.)  My guess is you have a bunch of bones set up as bendy bones that aren't acting as they should.  I've seen this problem with a lot of Rigify users lately, not sure if there was an update to Rigify that changed the workflow or what.

@Nathan How would you check to see if bones have been set up as bendy bones? And there was an update for rigify, but only a face update. Thanks

I would change the display from octohedral to bendy bone, and disable shapes, and look for any segmented bendy bones.  Or, you could inspect your deforming bones and look in bones/bendy bones/segments and look for anything with more than 1 segment.

@MartyFouts , I see what you're saying, but this is a new problem with me as I usually don't have to weight paint everything. every single bone except the face bones seem to be going wrong. the weight paint shows that the left side is assigned to the right side instead, and vise versa. An axis problem? It would take a tedious amount of time to weight paint every bone from deforming how it is now, and I've even tried that, and it still has an ugly deformation.

Can you check the normals of your mesh? I've seen this type of problem and it has to do with inverted normals. If you can't, I'll try to provide info.
Also share your blend, if that's an option.

@CGDive I found out the problem, it had to do with applying the scale transforms as well as what you said, flipping the normals after. Case closed!


text:
AMD 5700XT not being used in Cycles Blender 3.0.0
I've installed the recommended AMD Pro drivers. The GPU displays under the HIP system settings and is selected.
When rendering out a scene, the GPU usage doesn't spike at all and the render takes an age. If I tick the CPU then the CPU maxes out. I've also tried a much smaller scene with the same result.
Anyone any insights? I'd purchase an Nvidia card but they just can't be had!

You should check User Preferences > System > Cycles Render Devices to see if your GPU is not under one of the tabs then your GPU is probably not supported. Blender 3.0 dropped support for OpenCL so if that's what your GPU uses, it won't be supported.

Thanks for the reply. As I mentioned, the GPU is displayed and selected as the render device. I know there is an official AMD compatibility list for the 6000 series of GPU's and the 5700xt isn't on that list. But it is showing in the list of render devices but just not being used. I was wondering if there was some other settings or something I'm missing.

There is only a few bunch of AMD GPU's that are supported by 3.0 and it's listed here https://code.blender.org/2021/11/next-level-support-for-amd-gpus/ and, indeed, your 5700XT is not there so that's probably the reason for your problem, I don't understand why it is still listed in the render devices tho.

Yeah, I suppose that's what's a little confusing, that it shows up at all. This link here https://community.amd.com/t5/radeon-pro-graphics/blender-3-0-and-amd-creating-a-new-performance-path/ba-p/499333 seems to indicate that it is indeed supported.

This beats me. The mere fact that it shows in your render devices implies that there is no driver problem so I have no idea why it is not used by Blender. Either it's an OS problem or a bug with Blender, maybe you should report it?


text:
Cut hole in plane using hollow object?
I'm trying to place a boat on top of a plane and not have the plane show up within the boat, how can I achieve this?
You can see what I mean below.  I want the "water" to end at the edge of the boat so it doesn't seem like it's filled with water.
I'm using Blender 3.0.

Thank you!

Hi :). You can use one of the horizontal edges and use Knife Project to cut a hole into the plane

If you need it in a non-destructive way so that you can move the boat around, why not add a second boat (just the outline, no detailed model) closed at the top so that's a filled object. Parent it to the original boat, make it invisble in viewport and render and use it as cutting object for the plane?

Just give the plane a solidify modifier and then you can use the boolean modifier. The thickness could be very low, so you don't even recognize it. But the boolean modifier needs some "volume" so that it works correctly. It doesn't work with a plane.
Like this:


text:
Why is my edit mesh disappearing when zoomed in?
I can't think why or how this is happening (new to blender) but the mesh disappears when zoomed in
Image ref 1: here you can see the mesh appears to be hiding behind surface, which is it isn't

Image ref 2: but when I zoom out it shows the edit mesh

I don't believe I've changed anything or pressed any buttons because I've just opened the file.

Believe it or not, here, the error is actually when you are zoomed out.  It is called "z-fighting" and occurs because there isn't enough precision in the view's depth map to know which mesh goes in front of which mesh.  To resolve this, increase your near clip, or decrease your far clip, or both.  This can be done in sidebar/view.  The reason you can't see your vertices when close is because you have modifiers with "display in edit mode" enabled; look at the buttons to the right of each modifier's name.

Ah, it was checking or rather unchecking the display in edit mode - thanks


text:
Is there a way to improve vertex curves?
I'm a bit of beginner when it comes to Blender, so thanks for any upcoming patience.
Perhaps I start with the ambition.
Below is a reference to what I'm looking to achieve; round dips with a tight space between them. With an even number of dips that are all equal in shape and size/

Below you can see what I''ve attempted...

I've tried the following:

First: Dragging or extruding vertexes then applying a subsurface - this gives me the width of the dips and gaps but I can't get the dips to curve like the reference. I could sculpt them but not sure how it would be symmetrical all the way round.
Second and third attempt was just grabbing a few vertexes then moving along Z axis but that doesn't give the small gap I'm looking for.

Hi :). There's somewhere an almost identical question about modeling a ghost... just can't seem to find it :))

@JachymMichal how weird, that's exactly what I was looking for, and that's the same reference I'm using. Thanks!

Happy to help, good luck with your project :)


text:
Lagging the f-curve
I have a line with 5 points in an animation. I also have a f curve. The Z of the first point on the curve is tied to the f curve. I would like to tie the second point's z-axis to the f curve but with a lag of say 10 frames. And so on for the other 3 points. I could do this with 5 f-curves with each being 10 frames offset but this seems like there should be a different solution.


text:
explain why geometry nodes positioning is acting more like scaling
Im struggling somewhat with geometry nodes to understand why some attributes work the way they do. In this video https://www.youtube.com/watch?v=nFtRnBErnmw&t=330s around minute 3:30 it shows how the capture attribute of position is going down to the center point of the geometry.  Then pulling the value directly from the position node shows the position of the original mesh.  What does running the position node through the capture attribute node do? Why when you mix them instead of moving the hexagons between the outer and center position it is scaling them? When I attach the viewer node to any of the position or store attribute I get an empty list in the spreadsheet screen.

Capture Attribute

This node is essential because field input nodes like the Position Node work in the context of the node they are connected to. (Official Blender documentation)

Without a Capture Attribute, the input node Position will return the position of each vertex/edge/face (depends on the context).
By passing the Position through a Capture Attribute set on Face, you are now getting the position of the face, which is the same for all 5 or 6 vertices of the face.
So, for each vertex, by mixing between the position of the vertex and the position of the face to which it belongs, you are attracting all 5 or 6 vertices to the center of the face. You are only playing between [position of vertices] and [position of face].
Here is a visualisation for one face, where face position is shown by cones.

So in your example, you are capturing the position of the face and using it on vertices.
Your questions

What does running the position node through the capture attribute node do ?

You are explicitly asking to get the Position from the point of view of a certain Domain (here, Face).

Why when you mix them instead of moving the hexagons between the outer and center position it is scaling them ?

You are not mixing between [vertex position] and [origin], but between [vertex position] and [face position]. You are only repositioning the vertices but you are correct, it is identical to scaling faces.

When I attach the viewer node to any of the position or store attribute I get an empty list in the spreadsheet screen.

You can set your Viewer to any Domain you want : face, vertex, ... Default is automatic and doesn't always give you what you are expecting.

Thank you.  This cleared up a good bit.  When you explained that repositioning the vertices was what was being done with the set position that cleared up a lot.

(Using Blender 3.6.8)
Following is a step by step explanation of what is going on in the referenced video, with a simplified geometry. In particular, using a Separate Geometry node, only the first face (of Index 0) is kept.
1. The Spreadsheet shows the position of the 5 vertices.

2. The Capture Attribute node set in Face domain is recovering the position of the face, i.e. its barycentre, the mean position of its 5 vertices. This value can be displayed in the Spreadsheet using a Viewer node, here conveniently set also in Face domain.

3. The Set Position node is modifying the vertices position, not the face position. So if the Attribute socket of the Capture Attribute node is connected to the Position socket of the Set Position node, the vertices position is set to the face position they belong. As a consequence, they all collapse at the face barycentre, as shown in the Spreadsheet, not at the object origin. The face is invisible, because its area is null.

4. (NB: instead of using a Mix node, the following graph is taking advantage of the Offset socket of the Set Position node). To move the face, the position of its vertices is shifted by the Set Position node. The shifting direction is defined as the vector going from the object origin (i.e. the origin of coordinates inside a Geometry Nodes modifier) to the face barycentre. The shifting amplitude is defined as a fraction of this vector, controlled by the Scale node (a Vector Math node). Both faces are joined together to be displayed in the Spreadsheet. The first 5 vertices are the unmodified ones. The last 5 vertices are the shifted ones. With this particular face, the shifting direction is -Z, simplifying the analysis.

Resources:

Thank you, this explained a lot but was not as clear as the other answer.


text:
Sound to samples is disabled
I'm new to blender and one thing that sometimes happens is the 'sound to samples' menu gets disabled and I'm not sure why. What are the prerequisites for using this feature.

make sure you have at least one keyframe of anything on your object. Then it will turn white.


text:
Modifiers resetting amount / segments value
There is a problem with bevel modifier values I encounter when reopening a .blend file after saved. After I erased the objects' value links to a driver (a way of borrowing another object chosen value and translated) the new values are resetting to some default values an that seem fine to me but this situation repeats every time I reopen the saved .blend file, even if I saved it afterwards changes and in consequence my custom value resets to default.
What can I do to make them keep de custom values I assign to them ?

Hello ! Are you using keyframes for these values ? (Are they animated ?)

I checked and it seems there are not any shapekeys and keyframes involved

I found it. Make sure to delete all drivers even of you change the type (of width in case of bevel modifiers). The quick way to do it is to open driver editor and select object you want to clean out of drivers.


text:
Instances on points, selection of visible instances by alpha map values (1 / 0 );
I got stuck at an important step and I need some help to understand what i'm doing wrong.
I'm looking for a way to tell blender to select instances (on faces) only for those on white color (solid, value=1) colored surface and ignore the background (transparency ,value=0). Object has also an UV map generated.
I attached the expected result also so you can make an idea what i want to create.

I think the main problem here is that you did not connect any UV Map in the image vector socket

It works! Thank you!

@Mihael-IonuțFURDU Just a quick note: since you are using the Alpha of the image, you need no Separate Color node, because the Image Texture node has an Alpha output. The other thing is, the Alpha value is black and white, so a Selection input reads them as 0 and 1 or False and True, so you don't need a Compare node either. It works of course with all those nodes, but to make it easier to read the nodetree and for performance reasons it helps to get rid of nodes that are unnecessary.

Yes, I didn't thought of using the alpha directly, I just copied everything in the original screenshot tbh. But is the alpha always black or white in blender? I thought it could also read in between values


text:
Aligning top of one object with bottom of a channel
Im very new to blender.
I want to align objects. I learned to make a small carve out to tuck something into inside a box, but I want a support to help hold it up
Does blender have an easy way to align the top of one object with the bottom of my carve out? See the picture
So I want the top of my support block aligned with the bottom of that channel

There are two ways of solving this:
Method 1 (easiest)
Go into Edit Mode for both objects, set your orbit mode (the period key I believe) to Active Element, then select the top of the object first, and then ⇧ Shift select the face of the channel that you would like the object to align with. Press S to scale, Z to select the vertical axis, and type 0.
Method 2
Select the face of the channel you want it to align to, open up the XYZ position tab, make sure the mode is set to global, and copy the Z coordinate.  Then, select the top face of the object, and paste the Z coordinate into its XYZ position tab.

Thanks. Im trying method one, but once I select my cubes face, Im unable to select my frames face.  If I select my frames face first, Im unable to select my cubes face. Im not sure what might cause this.

Are both faces part of the same object?  If not, make sure you shift+select both objects before entering edit mode, and then you should be able to shift+select both faces.


text:
Python/API - How do Normals work?
I'm writing a program that snaps objects to random parts of a larger objects. Right now I've been looping through all the vertices of the main object, grabbing the coordinates of a random vertex and snapping the new object to that location. However, I would like loop through all the faces instead, and only snap to faces that face a certain direction. I'm testing out how this will work in the console with this code:
bpy.data.objects["BaseTerrain"].data.polygons[0].normal

Which is giving me this output:
Vector((-0.6524375677108765, -0.7578425407409668, -0.0))

What do those numbers mean? I know they're the x,y,z coordinates of something, but I'm not really sure how that relates to the normal. I'm sure it's something really obvious I'm missing, so hopefully someone can point it out!

They're the X, Y, and Z component of the normal vector. That is, if you placed the origin of the vector at the origin, they're the xyz coordinate of the vector's tip.

... in Object Space..

That makes sense. I guess my math knowledge is lacking here. What determines the length of the vector?

The length is always 1.

Ah, did not know that, thanks! Then what would be the best way to find the direction of faces so I snap objects to faces that are facing up? Get the normal of a face and compare it with the vertices of that face and see if they're all the same z value (or close)?

Not exactly sure what you mean. I'd say a poly is facing up if polygon.normal[2] > 0.9. Adjust 0.9 for more/less tolerance.

Welcome to BSE. Suggest searching for some primers on linear algebra (vectors & matrices). (or dust off some high school texts)  The face normal is a unit vector.  If two unit vectors v1 and v2 point in the same direction then their dot product is 1 v1.dot(v2) == 1  and the angle between them is 0, v1.angle(v2) == 0   Use to test against any reference vector.    Example


text:
Keyframes won't insert; Blender 2.91
I have everything set up, my rigging is ready, but I cannot add the keyframes. Whether I'm on keyframe 0 or keyframe 80, when I press the 'i' button, a notice says 'keying failed to insert any keyframes'. The menu doesn't come up either. What do I do to fix it?

It’s frames zero or a frame 80. Is the armature in pose mode? You may have set your “keyring“ to some type of key frame that is not applicable for armatures.


text:
Geometry nodes - lock distributed position in animation
I have the following setup:

A plane with an ocean modifier.
A sphere scattered across this plane using geometry-nodes, with its Z coordinate aligned to the surface of the ocean. In other words, the spheres are "riding the waves".
The "Time" attribute of the ocean is animated.

When playing the animation, I get the following problem:

The spheres are changing their distribution because the plane's mesh is deforming. I want to lock the spheres' XY positions, leaving the Z free to align with the waves.
This is the geometry-nodes setup for the ocean:

Thanks for any help!

Solved it with hair particles. Guess geometry-nodes isn't the right tool for this job.

I wouldn't say that Geometry Nodes are the "wrong" tool here.
You would just have to set it up a little differently:

Just create a grid above the ocean, and distribute your points there. This grid should be placed above the highest wave.
Then use the node Raycast and the Hit Position generated by it for your Z-Offset.

In addition, the node also provides you with the normals, which you can then use for a rotation.

What version of Blender were you using for this as I get different results using 2.93.0 Alpha - I get a small number of particles popping in and out of existence as the surface moves but most of them stick with the surface as the ocean modifier distorts it. Also, I note that the Join Geometry node in your example has two separate input nodes but the 2.93.0 Alpha version has a single "multi-input" input node, showing you're likely on an earlier version.
Since the Geometry Nodes feature is still under development, I'd suggest re-trying with the latest version and seeing if this improves the situation.

I'm using 2.92.0. Thanks for the suggestion, I'll try the latest version.


text:
Is there an easy way to model this romantic / floral pattern?
I've just started learning Blender and I'm trying to model a key with a help of this reference picture but I feel like extruding and manually placing all vertices to cover it is very time-consuming.

Is there an easier way of modeling strange patterns like this one?

Hello :). In cases like these, it might be beneficial to use as little manually placed vertices as possible, and smooth them out using subdivision. Or convert the image into curves (in Illustrator) and import into Blender.

Does this answer your question? Wrapping a Pattern over an object

@JachymMichal Sorry for not responding earlier, I've had some success getting the rough shape using curves, as you mentioned earlier. The post you linked to seems to be exactly what I'm looking for though. Added to bookmarks :)

Glad it helped :). Good luck with your project and feel free to ask more questions if you get stuck anywhere.


text:
Stepping on Grass (displacing/rotating grass by object in geometry nodes)?
I would like to have Grass be "flattened" by an Object by using Geometry Nodes.
So when a foot steps on the grass, it will be rotated aside.

I managed to make the grass face the Object but not away from it :D

Also, just the closest Grass blades should be rotated away.
Any ideas, how to do that?
Thanks! :)

If you don't want grass fully recovers after step, I suggest using dynamic paint.

You would have to work with the node Geometry Proximity and create a direction vector from both resulting positions. With this you get the cross product which serves as axis for a new rotation.
Something like this:

This would make the objects point away from your sphere within a certain radius.

You can change the intensity of the rotation and the radius of effect in this example with the mapping node marked in green:

The Node Group at a glance:


text:
Why is my bevel modifier not applying to one of my meshes?
I'm following Blender Guru's sofa tutorial (evidently not well), I've come to the part where I copy of the bevel and mirror modifiers to the frame (exact bit here). However, the U frame at the back doesn't seem to copy or show the bevel despite it saying it's applied.
Working files is here if it helps: https://we.tl/t-gjJ2YeoSr2

You have overlapping vertices which creates zero area faces. This stops the bevel working as intended as it clamps the bevel to zero. Select all the vertices and merge by distance with Mesh > Merge > By Distance or press M to bring up the merge menu.

You have some overlapping vertex issue on the front right bottom part of your mesh.

You just have to merge vertices by selecting your problem mesh in edit mode, then pressing "M" key and then selecting "Merge by distance"
It should be fixed


text:
Blender 3.0 Crashes on render in cycles if I focus on another window
I open a scene. I hit render with cycles, renders fine but if i move my mouse to another monitor and focus on another window, i come back to close the rendered image, and it crashes. every time.


text:
Shadow catcher with transparent background not working in render
Simple scene.  cube floating above plane, and a light source.  I have Shadow catcher turned on the plane, and in Film 'transparent' selected. can't see the shadow in viewport shading unless i am moving the scene around, then goes away. i hit render and in the render box you see the shadow, but then fades away, and image set to ping and no shadow? also...taking like 3 minutes to render....2070 RTX

pls provide blend file...sounds weird

wanted a bright emission light on top of a shiny cheveron shape.  to put on a website. and need the shadow below it. but when using shadow catcher on the plain, it just doesn't work. I am not sure how to attach the blend file on here.? :O


text:
I applied Environmental Texture to the object, but I want it only on Suzanne and not on the Glass. How do I do that?
So I have been making this model, Suzanne in a Glass. I applied Environmental Texture for some effects but I want them on Suzanne alone and not on the Glass. I want the glass to not reflect the Environmental Texture at all.
Thank You <3

can you edit your question to show the shader node trees for the glass and Suzanne?

Is this the effect you are going for? https://pasteall.org/media/0/8/08ca627234474d8e36780215535c46f7.gif
Removing gloss from glass stops it looking like glass IMO.

@ Benus, I think he wants reflection of HDRI on some objects only, not all objects

i think so too.....

Yes, that is exactly what I want. @Chris & moonboots I ended up putting everything in a huge cube which fixed my problem but this cube is annoying now.

Having a plain grey background and faking the HDRI reflections on the reflective materials gives you this.

Leaving the reflective materials as they are and removing reflections from the World node gives you this. This however removes all reflections, the monkey is only reflective because it's behind glass so it counts as a Transmission ray. Make sure you are in world node editor with the toggle.


text:
UV Unwrap face issue
first time trying unwrapping/texturing and I am having issue with a fairly simple model.
Here is the model in question:

When it unwraps this face and all the similar faces along the inside come out so squashed that they are almost just an edge:

It makes it difficult to work with when drawing my texture after exporting the UV wrap, am I using seams wrong? Is there anything I can do here?
Thanks.

uv unwrapping is like cutting a box and flattening it out, like a paper.
So if there is a corner or a part that was not cut right it will be crushed or have a weird shape
There are a few ways to unwrap this model
The quick and dirty method

First select everything and "clear seam" (open the "uv" menu from the top left side of the window> and click on "clear seam")

Select only around the exterior of the binding all around the book and "mark seem"

Select only around the inside of the book were the pages are and "mark seem"

Select all and click unwrap and voilà you unwrapped your book

Now you can play with the uv map and fit it with your image

The professional way

First select everything and "clear seam" (open the "uv" menu from the top left side of the window> and click on "clear seam")

Fix your mesh with diagonal lines so there won't be any polygons with only 3 edges

Select only around the inside of the book were the pages are and "mark seem"

Select and mark only the seams of the binder, see images

unwrap and fit to size


text:
Why is my mesh deforming with a pose?
I am using a model taken from a tutorial to learn how to rig/skin/animate a set of arms with a gun. I created the bones and vertex groups on the left arm first and then symmetrized the right arm, followed up with some touch-ups. The right arm works perfectly when posing however the left arm, specifically the forearm (labelled as Upper_Arm_L) deforms if I move the left hand too much in one direction or another, this does not happen on the right arm. I have gone in and removed all of the vertex groups then reapplied them with no success. I've double checked the bone constraints too with no success.
Here is an example of what I mean:

Normal pose position, no distortion.

Distortion of the forearm after moving the hand too close.

When rotating the hand, the entire arms come away from the rootbone
As mentioned none of this happens on the other side of the rig.
File:

If you select a vertex of the upper arm you can see that it's assigned to some vertex groups it should not be assigned to:

To fix that, select the upper arm and forearm vertices, go into the Properties panel > Object Data > Vertex Groups and click on Remove from All Groups:

Then select the vertex group each piece should be part of and click on Assign (it looks like you've inverted upper arm and lower arm names so I assign the way it is set currently):


text:
All vertices UVs collapses to a point in the lower left corner of the UV Editor without unwrap
I am working on a object for texture, when I notice some parts are missing or don't show in the UV Editor of blender or any software for texture, but when I select the vertices only appears at the lower left hand corner.
I search about this issues happened when two objects joined with separate UV maps, then the object looses their UV map and all the uv verts default on top of each other into the lower left hand corner.
How can I repair the UV map without unwrap and back to the original UV map when all the vertices collapses to a point in the lower left corner in new UV  map/material?

I check Object Data/UV Maps only show a UVmap layers, the other object map of one vertex left conner are missing.
My question is if there is a way back to the original UV map missing at the lower left hand corner without unwrapping. The material recognized the vertices, but UV maps don't show properly in the UV editor because they are overlapping when two objects joined since everything just collapses to a point in the lower left corner.

enable the UV Sync Selection button in the UV Editor window, select the vertices that are at the bottom left and unwrap again?

Yes, but I try the way back the original uv map missing at the lower left hand corner without unwrapping. The material recognized the vertices, but uv map dont showing properly in the uv editor because is overlapping when two objects joined.

Select the material but only show in the uv editor at the lower left hand corner.


text:
I need to remove useless polygons from my model
I have to remove those lines on the sides, so it would look cleaner
From this :

To this :

But i don't want to use the dissolve edges thing because it will do this :

It doesn't show the yellow line, and the thing is that i need to see that. It cuts as normal but it doesn't shows.

Loop cuts don't work on faces which are ngons which is what yours would be if you removed those edges. They aren't going to show in rendered view, so why delete them?

The loop cut tool only goes through quads. So dissolving is not  an option as it creates n-gons. Have you tried to use the knife tool to cut through the mesh after dissolving? Coz then it will leave you with four quads in the bottom

The Loop cut tool only works on Face loops (rows of quads). That face on the car has more than 4 sides so it won't work on it.

The reason it looks like it's working is because the loop is cutting all the way through the back and since there is only 1 face between the ends it connects them as well. If you dissolve the other side it won't work at all
You can either keep the faces like that to use the loop cut tool and then add a Decimate modifier to the object so that it merges them after you are done maipulating the geometry.
Or you can use the knife tool (K) to cut the lines from the front to the back. It can be restricted to an axis and can cut through the model as well. The keys are in the bottom tool tips when you activate it.
You can also just select those 2 edges and hit W->Subdivide.

It will create a vertex in the middle of them and connect them

Thanks, but this is chinese for me. I am only a starter.

@Mark You need to get at least basics to be able to comprehend possible answers. Start with some beginner tutorials maybe. There are plenty on YouTube.

Loop cut tool is the Ctrl+R yellow line. Quads are square faces with 4 sides. I suggest you look up a youtube tutorial on the Knife tool. It's pretty useful but it does have few settings that are hard to explain here


text:
Shortcut W isn't working in sculpt mode
In sculpt mode when trying to open the tool brushes pie menu with the key W this error appears:
Tool 'builtin.select_box' not found for space 'VIEW_3D'.

I have loaded the factory settings and errors continue to occur.
I'm using Blender 4.2, how can I fix this issue?

That works fine here in 4.2 although I've not actually used it in anger yet. It's also working fine whether the toolbar is visible or not.

This happened to me. I noticed that the pie Menus and many other default addons are now not included by default, you have to download those using the Preference Menu.
The Preference Menu is inside the Edit Menu.
So, go to Edit > Preferences > Get Extensions (Blender will ask you for internet access)
Then , search "3D viewport Pie Menus", install that and now works and you will see the addon inside the addon area of the preferences.

Aha! Yes. I did download the pie menus extension when I installed 4.2 so that would be it! A better error message would help though!

@JohnEason Yes, you are right not a very good message. The fact that we have to download some "default " addons now is weird

Yes. That applies to the Loop tools, Mesh: Boolean and other Blender addons too!


text:
Geometry Nodes: How to get new geometry to face away from the geometry it is spawning on?
I'm super new to geometry nodes and Blender in general. I'm making the forest scene using geometry nodes and was hoping there's a way to calculate the leaves rotation such that they always face away from the branch they are being placed on.
My scene currently and the nodes

P.S. Currently by plugging the Distribute points rotation into the rotation input on Instance on Points I can get the leaves to follow the faces in their rotation I'm hoping to make them more perpendicular to the face they're on.

Please don't use links to images in your question. The images can be inserted directly into your question where they will remain available to people researching your question in future. How to upload an image to a post. Thanks.


text:
CATS plugin messing up VRM textures
So, I made this model in VRoid Studio earlier, and tried to bring it into blender using the CATS plugin. For some reason, after I click "auto fix" it seems to be putting all the textures in the wrong places.
Does anybody know how I can fix this?

Not knowing anything about the softwares, I can say that if the system didn’t entirely EAT the UV maps, you can probably fix this with a little material re-assignment, or possibly some UV map input nodes, or maybe even translating some UV islands by some increment (usually steps of 1).

Can you maybe walk me through one of those solutions? I'm really new to blender, and have no idea how to actually do all those things

It seems like you may have bitten off more than you can chew. I recommend reading the Blender Manual, particularly the sections Rendering -> Materials and then right after it Rendering -> Shader Nodes for a more thorough understanding of how blender materials work. https://docs.blender.org/manual/en/latest/render/index.html Here also is the page on UVs https://docs.blender.org/manual/en/latest/modeling/meshes/uv/index.html That should help lay some groundwork, and you might figure the rest out yourself. If you are still stuck after that, though, I’ll be glad to help you. :-)

Thanks, this might help a bit. I'll stark tinkering with it once I have the time. I'll let you know if I figured it out

I had this issue as well and spent literally all day trying to fix it.
Finally solved the problem and the answer is to download blender 2.92 and use that older version instead of 3.0.1.

You can also change the textures around until the texures go where they're supposed to and rename the materials.


text:
Blender Broke and I am very confused
I was testing out clip sizes for the camera by making 2 renders, one with the objects very small, and 1 very large. I scaled it small, and it worked, it was fine. When I scaled it up, very large, this happened:

Not only that, I could not see the cube, even when I upped the clip size to max.

I managed to reproduce a similar case, when increasing the "Clip Start" the object looked OK. Please try increasing the Clip Start.

Other than a graphics driver issue, I can only say that Blender starts acting weird >10000m out

Okay Thanks! The Clip Start tricked worked!


text:
Missing 'face' after exporting to Unity
I was exporting my model to Unity and saw that a part of the eye ball is missing and you can see through it. Why is that?
In Blender:

In Unity:

Any idea what's wrong? Thank you.

maybe you need to flip the normal of your eye, Blender will show you both sides of the face the same way, but in a game engine I guess you'll only see the side with normal

That was it! plus a crazy vertex left in the black area! Thank you

You need to flip the normals of your eye faces, Blender will show you both sides of the faces, but in a game engine you'll only see the side with normal.


text:
Mirror modifier doesn't mirror correctly
I am trying to create the head of my character but noticed that a part of face is not symmetrical as expected.
Am I doing something wrong? not sure at what point this happened. Thank you for your time.
LE: Right side is what I'm creating. Left side is mirrored.

Do you have any other modifiers in the stack? If so, change the order of them to see if it changes anything about this behavior.

I did not had any other modifiers in place. Fixed it by deleting the faces and recreate them. Not sure what went wrong.


text:
Add curly hair/texture on Bezier Curve mesh
Currently, I've created something close to dreadlocks. I want to add some texture(image) or hair particles to recreate the fuzziness of real dreadlocks. Can you point me out to some tutorials on how to achieve this?
This is what I got (as you can see, the BezierCurve mesh is really polished for what I am searching for):

Note: I want to use the character in Unity so I want the solution to work with Unity (not sure if hair particles can be exported or not). Thank you for your time. (I don't mind to self-study but I need the right direction)

Blender's hair particles don't work in game engines to my knowledge. You have to convert them to mesh. But this can drastically increase the poly count. Hair cards (transparent images with hair strands) work well for game engines but I am not sure if this is the right method for dreadlocks.

Thank you for your time. I'm not sure I will go with this approach. I will re-create all dreadlocks and apply texture on the first one and just duplicate them.