text:
black spots on the object in edit and object mode
The object I downloaded from internet is covered in black spots. There is no texture or material on it. How can I delete them?

FYI, could be hard to solve it (inverted normals or non manifold faces) in this kind of mesh (it depends).

Not necessarily flipped normals, I think it's due to bad topology, e.g. triangles, bent quads, n-gons... If you want us take a look at your file, you could upload it to blend-exchange, then edit your question (edit link below it) and add the link you get from there.


text:
I import too big OBJ. Now program is not responding
I work on my project. Then I added OBJ file. Blender barely imported it, after a long time of waiting. I was happy that file imported successfully, and I saved it. Next day I open blender it almost doesn't open. I click on anything in blender is not responding for a couple of seconds. I wanted to delete the damn OBJ object that caused all of this, but despite having the whole object selected. I could not delete the object. Blender would not respond. Is there a way how to delete the object outside of blender?

From the top right statistics i read: over 2GB Memory used, while only ca. 700.000 Vertices of the selected Object. Since i dont even get 1GB Memory with 12 Million Vertices i assume that the file you are using already has very very much in it before this Object was imported. Is this correct? Do you really need a scene with 83000 separate Objects? (In the unlikely case, that this is not the reason for the memory use, there might be some other reason for the large use of memory you could look for such as subdivision Modifiers with way too many subdivisions)

To add information. I have similarly big objects in other layers. Next time I would make separate files, but I want to save my work. Couldn't I just increase the memory of the file, I have 16GB RAM in my PC. 2GB memory should not by the limit.

source: Stack Exchange

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

sort: votes


text:
Blender UV unwrap making too many islands
I am trying to unwrap the UVs on this object and have marked the seems so there should be 4 islands, however once I click the "unwrap" button Blender seems to make several extra islands, some of which are only one face. I have checked to make sure there is no non-manifold geometry and there is none.
If it matters, I have been 3D modelling for a few years but have only recently picked up Blender. I am more used to unwrapping in Maya but would like to learn Blender. I have tried googling for this issue and have only found tutorials on UV unwrapping, none of which address this specific issue.
Attached is a picture of the model with transparency on so you can see the marked seems, and then a picture of the UVs made after clicking unwrap, I spread them out a bit just so you can see how many small ones there are.
Thanks in advance.

It's possible that the UV 'islands' are not completely separated. If you select one face on a particular 'island' you want to unwrap, press Ctrl+L to select all linked faces, and make sure you delimit by Seam (the options panel for "Select Linked" is near the bottom left), see how much of the mesh is selected.

It isn't that you have non-manifold geometry, it is that the UV seams "cut" the mesh into pieces.
You need to find the separated faces on the mesh and remove the seam from one of the edges so it stays connected.
With both the UV/Image editor and 3D view visible, enable the sync selection option so that the two editors use matching selections. Then Select the UV islands so you can see them on your model and clear some seams to keep them connected to the rest of the mesh.

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


text:
Something is wrong with extrusion in blender 2.8
Whenever I press e to extrude, no new geometry is generated, instead the surrounding geometry is warped towards my cursor. This is different from what the tutorial I'm following shows, and I looked around and I see that extrusion should work differently.
Currently, when i try to extrude an edge by pressing 'e', it ends up like so:

As you can imagine, I need help.

you must have changed the shortcut by accident, maybe try to extrude by the horizontal menu bar > edge > extrude edge

I tried that, it's the same result.

I have been experiencing the same problem as this user for the last 2 beta releases. The geometry is not being "created", the entire object is moving with the extruded face/vertex. You have to right-click to "cancel" after every extrusion with 'e'  or duplication with shift-d and alt-d. Then you can move the extruded face/vertex (or duplicated object) away from the original geometry with the 'g' key. Looks like at least now the entire object isn't moving, just the components being extruded, but this is still a huge pain in the @$$

Oh dear, that really doesn't seem good at all. But it's something, at least. Now I can progress in my tutorial. Here's hoping the method doesn't have any negative side effects. Thanks.


text:
Animation Actions are missing!
I saved and closed my project, but after opening again there are only 52 actions in my Action Editor instead of the 72 I made? How is this possible?

Does this help? https://blender.stackexchange.com/questions/3100/some-parts-of-my-project-arent-saved-in-the-blend-file

Yes. Thank you. Unfortunately this is exact what happend. Have to do every animation again (aaargh) On the plus side; just learned something new. For everybody who's new to Blender (like me) this is a good explanation about why an action needs a 'fake user': https://www.youtube.com/watch?v=p27yGNIDrIU

PS This is such a weird 'work around' in even a 2.8 version. Why isn't this automated?

I believe it's an 'in-progress' task to get rid of fake users altogether: https://developer.blender.org/T61209

Great! Good to read it's a common pain for (new users), but also good to know the reason why it was implemented in the first place. Hope they will fix it: Constantly checking a box called 'fake user' doesn't feel very trustworthy if you ask me. Even though the icon is a shield.
Thanks for helping me out on this subject btw., much appreciated.


text:
Render details lost after saving to file in exr or png format
Strange issue here that I cant seem to find any additional info on. I have a scene setup with a camera and an area light etc and a little robot with some animation and a thruster flame generated procedurally. I am attempting to render in out just the animated robot from the scene in an exr format with a transparent background. The render works perfect and displays exactly what I want to see in the render view and in the blender render window, however when this image is written to file I am loosing the bottom of the thruster flame. I am assuming this is some sort of transparency issue as the flame shows when it is overlapping the robot geometry but not when it is alone in space. Below are some images depicting the issue to describe the issue better.
Solid material view from camera:

Cycles Render View:

Blender Final Render View:

Saved Exr Image:

Any help, input or suggestion would be much appreciated. I have ran out of ideas!

You cannot composite flame with transparency or alpha mask because flame emits light, so it means it needs to be added to an image in mathematical sense, not mixed. The pixel values need to be added to whatever is behind it. Alpha masks are not intended to composite flame or other light sources and will not work. You should render emission pass separately instead and add it in compositing.

Was thinking this was the case. Thanks for the info and prompt response, much appreciated!

I am not sure - it might be that it used to be possible to render flame with alpha, or that it even is possible now, but you shouldn't aim to do that because that will just lead to other problems.

Turns out it was an import issue. I was using after effects to do a quick slap composite and for some reason that info was being lost when importing. Tried importing the exr sequence into nuke and all the flame was preserved with its appropriate transparency! Thanks for your help and advice :)

"flame was preserved with its appropriate transparency" Flame cannot have appropriate transparency. No transparency is appropriate for flame.  That will be flame over black background mixed with your image below. If there are any light tones in the background, there might be a grey muddy outline around the flame. If it's only tiny bit that is not well visible, maybe it doesn't matter, but it's all wrong if you use transparency.


text:
Render in Blender with python, while blender stays responsive
I'm writing a script, that renders at some point. Currently I do it like this:
bpy.context.scene.render.filepath = os.path.join("C:/", filename)
bpy.ops.render.render(animation=False, write_still=True, use_viewport=True)

It works, but blender will not respond while rendering. I tried using a new Thread, but then I get errors like:
E0426 11:06:03.478407 13256 path_trace.cpp:648] Error beginning GPUDisplay update.
E0426 11:06:05.722097 13256 path_trace_display.cpp:61] PathTraceDisplay implementation could
not begin update.

and
Error: Render error (Permission denied) cannot save: 'C:\LS00.png'
Exception in thread Thread-2 (render_planets):
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 3.4\3.4\python\lib\threading.py", line 1016,
in _bootstrap_inner
self.run()
File "C:\Program Files\Blender Foundation\Blender 3.4\3.4\python\lib\threading.py", line 953,
in run
self._target(*self._args, **self._kwargs)
File "\Text", line 31, in render_planets
File "C:\Program Files\Blender Foundation\Blender 3.4\3.4\scripts\modules\bpy\ops.py", line
113, in __call__
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Error: Render error (Permission denied) cannot save: 'C:\LS00.png'

Is there a way, to render like it would, when you press F12? Blender stays responsive and there is a blue progressbar in the bottom?
Thanks for your help!

You can use 'INVOKE_DEFAULT' to make Blender render as if you pressed F12:
bpy.ops.render.render('INVOKE_DEFAULT')

However, rendering from a script is very tricky, since rendering is multithreaded and even happens on multiple devices it is hard for the script to know when it's done so if you have some other stuff that happens after you start rendering, it may behave in unexpected ways. You need to somehow wait until the rendering is done.
See How to wait the finish of the bpy.ops.render.render('INVOKE_DEFAULT',animation=False, write_still=True)?


text:
3.0+ grease pencil sampling problem
i draw with grease pencil alot, but i've been sticking to 2.83 cuz in 3.0+ versions the grease pencil seems to sample alot less of the motion. this is very apparent when i'm tryign to draw really fast (like for storyboarding)

I cannot see the problem in the image. Could you explain what is supposed to be visible there?  I also fail to replicate any issues with sampling motion when drawing as fast as I can with version 3.5.1 and Wacom Intous tablet on Windows. It really captures all the motion and detail I can perceive. Are you sure it's not hardware performance issue?

the problem in post 3.0 for me is the sampling feels really jagged, when i draw a circle i get a semi-circle sometimes (with a straight line for when i do an arc). it could be a hardware issue as i just have a not-so-powerful laptop, but this was way less of a problem with 2.8 and 2.9 on my computer. :-\
you have any idea what settings i should change? thanks so much for the response i really would like to use 3.5. if there's someway to increase the input sample rate that'd be cool. i'm trying on both my huion screen tablet and wacom bamboo both have same issues.

Might be a bug. You could try reporting it.


text:
Help with putting Hair braid into a different Blend file
I made a braid using the new curves guides in 3.5 but whenever I try to append or copy the braid into another file it just shows as straight hair without all the modifiers, regardless if I've applied them.
It took a lot of tweaking to get the braid to look right so this is getting annoying I can't just simply add it to the file that my character is in

It was caused by the subdivision in curves EEVEE settings being too low when I pasted it into a new file


text:
Successive rotations on the same object
I'm currently working on a realistic butterfly flight animation and need to do several rotations on the butterfly wings using angles calculated by an equation. In total, I have 3 different rotations on the two upper wings and they are all on a different axis. When I apply just one rotation at a time it works, however when I put the rotations together the flapping gets all weird.
This is the loop where I do the rotations:
for i in range(0, 360):

    bpy.context.scene.frame_set(i)
    time = i / bpy.context.scene.render.fps

    angle_g = eq.theta(vel, vel_max, time, 'g') #on x-axis
    angle_e = eq.theta(vel, vel_max, time, 'e') #on y-axis
    angle_p = eq.theta(vel, vel_max, time, 'p') #on z-axis

    wing_l.rotation_mode = 'XYZ'
    wing_l.rotation_euler = (math.radians(angle_g), 0, 0)

    wing_r.rotation_mode = 'XYZ'
    wing_r.rotation_euler = (math.radians(angle_g), 0, 0)

    lwing_l.rotation_mode = 'XYZ'
    lwing_l.rotation_euler = (-math.radians(angle_g), 0, 0)

    lwing_r.rotation_mode = 'XYZ'
    lwing_r.rotation_euler = (-math.radians(angle_g), 0, 0)

    wing_l.keyframe_insert(data_path='rotation_euler', index=-1)
    wing_r.keyframe_insert(data_path='rotation_euler', index=-1)
    lwing_l.keyframe_insert(data_path='rotation_euler', index=-1)
    lwing_r.keyframe_insert(data_path='rotation_euler', index=-1)

This is the result applying just one angle and after applying the other angles:
https://indecisive-grapple-7bc.notion.site/butterfly_g_angle-717ce27bcb8b47b68a5a23ac0c8df820
This is how I input the other angles:
    wing_l.rotation_mode = 'XYZ'
    wing_l.rotation_euler = (math.radians(angle_g), 0, 0)
    wing_l.rotation_euler = (0, math.radians(angle_p), 0)
    wing_l.rotation_euler = (0, 0, math.radians(angle_e))

Once I put the other angles the problem occurs. I'm confused about the order I should apply these rotations in the code and if I am applying it on the correct way.

This actually worked! Thank you very much!


text:
How can I create a right click behaviour within an operator to override the default contextual menu for buttons in my panel?
I've created a panel with a button and have figured out how to use modal checks to check if the user was holding ctrl, shift etc while clicking the button. I'd also like to replace the default contextual menu that appears when the user right clicks the button in my panel. So far I haven't been able to figure that out so I was wondering if anyone with more experience might be able to point me in the right direction?
I've simplified this code to show what works and what doesn't in my current code. When I run this, the console prints everything as expected except for print("Right clicked"). Is there a different way of trying to detect right clicks? And even if I do manage to detect the right click, is it even possible for me to replace the default contextual menu in my panel?
Thanks for any help
import bpy

class myPanel(bpy.types.Panel):
    bl_idname = "my_panel"
    bl_label = "My panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Test"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator("object.my_modal_operator", text = "Test")

class myModalOperator(bpy.types.Operator):
    """My modal operator"""
    bl_idname = "object.my_modal_operator"
    bl_label = "Modal operator"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def invoke(self, context, event):
        if event.type == 'RIGHTMOUSE':
            print("Right clicked")
        elif event.ctrl:
            print("Ctrl pressed")
        elif event.shift:
            print("Shift pressed")
        else:
            print("Nothing pressed")
        return {'FINISHED'}

def register():
    bpy.utils.register_class(myPanel)
    bpy.utils.register_class(myModalOperator)

def unregister():
    bpy.utils.unregister_class(myPanel)
    bpy.utils.unregister_class(myModalOperator)

if __name__ == "__main__":
    register()
```

try adding if event.value == "PRESS": below if event.type == "RIGHTMOUSE;" (Indented, of course) before calling the print function and see if that makes it return anything.

Thank you but unfortunately this didn't return anything after I added it either.


text:
How to animate objects making Curve/Arc (Animation nodes)
I have a house which consist of 40 blocks. I wanna make an animation in Animation nodes like this:
Blocks one by one will fly from point A to point B, but in Arc/Curve way.
I tried to make it - but they fly only in straight line. (Used this tutorial: https://youtu.be/nxygLE_j82c)
I want to make them fly to point B making Curve/Arc way (

please show us your part of the node tree which is responsible for your fly from a to b or provide blend file

so i assume you want something like this? [1]: https://i.sstatic.net/I7T3O.gif

yes,exactly! How did u do this ?


text:
How to make Foam animation ? (insulation foam)
How to make insulation foam animation in blender ?
At first i must show spraying of foam - then it gets bigger/grows in size: like in this video
https://yandex.kz/video/preview?filmId=1056555290207049751&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D93NW2LdKzoM&text=Напыляемый%20пенополиуретановый%20утеплитель%20Polynor%20%28Полинор%29&path=sharelink&rdrnd=60954   =  0:30 - 0:45 ?
Edited: or like here - https://www.youtube.com/watch?v=oSJh1Q-YdgE

and you did try what...!?

Hi :). What have you tried so far and where exactly are you stuck? This isn't a place to ask for full tutorials.

Actually i have no idea how to start....I thought maybe you know some looklike tutorials to copy from. I  just stuck at the beginning,dont knowing how to even start :(


text:
How to make Looped rigid body physics?
I have A Chain animation. It connects to bone which hac Rigid Bidy constraints.
Animation lasts 100 frames - but i want make it looped.
Cause of physics Bones dont get to their first position,they are just flying randomly.
How to imperceptibly put them in 100 frame like 1 frame

I'm not sure you can, but you could bake the animation in order to make the link between the first and last frame


text:
mesh gets ripped every time I try to move a square from it
I'm a blender newbie and when I try to move any square from this object's mesh it get ripped, some of the squares don't move with it.
What should I do :(

did you made this? Or is it downloaded? Sharing your object would help to solve this but it looks like it has disconnected vertices or maybe it is done by modifiers

nope I downloaded this, I searched for a solution and I found one, thank you for helping btw <3


text:
I ruined my mesh topology
idk how did that happen, I literally ruined my mesh.
can any one help me ?

Detach the mesh from the armature, and have a look if the problem persists. If so, fix the geometry. Might also be a shading problem. If not, fix the weighting.

What is it that happened exactly? Is it the shading, or the triangles (which in turn will cause shading issues)?

please share your file (at least this object): https://pasteall.org/blend/


text:
How to avoid duplicates when importing tiles of raw OSM data from lat/lng tiles?
I'm using Blender GIS to import raw OSM ways data after dividing a map into tiles and exporting the tiles one at a time. After exporting the tiles into raw OSM data, I iterate through each <node> element to check if a previous tile has had that node in it, as to not import duplicate buildings and roads in Blender. If the node has previously been exported, I delete it from it's parent. Then I iterate through the <nd> references in <ways> and delete the ones that has already been referenced before.
This method worked fine for the first 3 tiles I tried. Then the 4th and 5th tile gets corrupted when trying to import them with Blender GIS.
Python: Traceback (most recent call last):
  File "Blender\3.0\scripts\addons\BlenderGIS-225\operators\io_import_osm.py", line 592, in execute
    self.build(context, result, geoscn.crs)
  File "Blender\3.0\scripts\addons\BlenderGIS-225\operators\io_import_osm.py", line 443, in build
    seed(way.id, way.tags, pts)
  File "Blender\3.0\scripts\addons\BlenderGIS-225\operators\io_import_osm.py", line 251, in seed
    face = bm.faces.new(verts)
TypeError: faces.new(...): sequence incorrect size, expected [3 - -1], given 2

location: <unknown location>:-1

I've tried looking for any additional references to <way> <nd>'s in the raw OSM data but I can't find any. Is my approach wrong? What is the issue here?

I should not have removed any <nd> elements from <ways>. Only remove the <node> elements.


text:
Help with black parts on render
I am trying to render this and when i do so, these black parts appear.
Can anyone help, how to get rid of them and why does this happen?

Maybe it happens because you have overlapping faces, try to select all and merge by distance in Edit mode

Thank you very much moonboots, it worked!

You have overlapping faces, it creates bad artefacts (it's called Z fighting), select all and merge by distance in Edit mode (M)

Thank you, it worked!


text:
cursor positioning with RMB only in a specific file
I'm using 2.8 blender. Suddenly the cursor moves with my LMB and with shift + RMB. I can't figure out why. if I open a new file it's working well (shift+RMB)
thanks for your help.

I doubt many people are still using 2.8 here. However the keymap setting to set the cursor position is under Preferences > Keymap > 3D View > 3D View (Global) > Set 3D Cursor so it might be worth checking that.

I checked it. It is not a problem of preference as it is happening only in one file.

If that file is small enough (under 30Meg) and not confidential you could share it via https://blend-exchange.com/ following the instructions there and see if anyone here can offer an explanation.

In the problem file, you most likely had the cursor tool selected when you saved the file:

That would be why you only have the problem in that particular file. And, why the cursor is moved in the ways you describe.
Just select a different tool, save the file and you should no longer have the problem.

Thank you Curious, probably was that. I erased this file. because I had a copy of it before.

That turned out good then. I've always got lots of copies of what I'm working on.


text:
How can I evenly light this gun?
I am trying to create CSGO models and am encountering an issue. The model is only being lit from one side, which I presume is the environment lighting.
I have added numerous different types of lights to the scene to evenly light both sides to no avail. Am I missing a setting? What am I doing wrong?
For example: this first image the right side is darker as opposed to

The left side where it is being lit up, closer to what I expect.

This results in the UV applying lighting to only one side as well, making it look improperly shaded in game.

Are you in Material preview? In that case the lights won't be taken into account. If you are in Rendered preview you need to make sure that the Scene Lights option is activated in the Viewport Shading.

@moonboots This was it. I didn't realize there were options for that. Turning on "Scene Lights" allows me to properly light my model. Thank you.

In shader editor, if you switch node editor from object to world, you can decrease the power of environment lighting that is affecting your model. You can test different environment/light point values to get what you need.

If you are in Rendered preview you need to make sure that the Scene Lights option is activated in the Viewport Shading


text:
Is it possible to batch-export fcurves of specific animations?
I am attempting to make what is in effect a "sound sculpture". I am using the Bizualizer addon, and after baking the fcurves, want to export them so that they can be processed to be used in sculpting. I have located a script which does the basics of what i want, but not to specifics. This script runs on the active object only, ergo only one object at a time. Additionally, it always exports all of the fcurves of the given object, which means a bloat of extraneous data. In my use case, the only fcurve i want exported is Y Scale.
Is it possible to run a script which exclusively locates Y Scale fcurves? And if so, is it possible to have the script locate all of these within the selection? If not the latter, then is it possible to have the script successively make each selected object the active object?

I have assembled a script that does exactly what i wanted it to do. It is based on the one linked in the initial submission.
import bpy

context = bpy.context
scene = context.scene
selected_objects = context.selected_objects

with open("output.svg", "a") as f:
    print("<svg>", file=f)

    for o in selected_objects:
        context.view_layer.objects.active = o

        for fcurve in o.animation_data.action.fcurves:
            if fcurve.data_path == 'scale' and fcurve.array_index == 1:
                print("<path name=\"%s\" d=\"M" % o.name, file=f)
                for kfp in fcurve.keyframe_points:
                    #print("\t\"", end="", file=f)
                    vals = []
                    for prop in ["handle_left", "co"]:
                        co = getattr(kfp, prop)
                        vals.append("%.4f,%.4f" %  co[:])
                    print("\t%s" % " S ".join(vals), file=f)
                print("\" /> ", file=f)

    print ("</svg>", file=f)

This script finds the Y Scale fcurves for all selected objects, and exports them, as a batch, into a single file (which i have designated as an SVG). I also adjusted the original code so that the format the output follows will be a syntactically valid SVG file. Output looks like this:
<svg>
<path name="bz_bar0" d="M
    0.6667,0.0000 S 1.0000,0.0000
    1.6667,0.0000 S 2.0000,0.0000
    2.6667,0.0004 S 3.0000,0.0013
    3.6667,0.0034 S 4.0000,0.0038
    4.6667,0.0039 S 5.0000,0.0071
    5.6667,0.0167 S 6.0000,0.0187
    [etc]
" />

This will adequately capture the shape of the f-curve. The S path command can be used rather than C since all handles on one of Blender's fcurves are mirrored.


text:
Why wont blender export my texture to a glb
im curious as to why whenever I export my session with a texture to glb the texture for 2 parts arent translated and are just "white" on the export. Any information and help is greatly appreciated. .blend is here

The exporter expects your material node graph to look a certain way. See the manual. If you don't follow what that exporter expects it won't export.

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures

@scurest I think that's the answer. You could have posted it as an answer, not a comment.

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


text:
How can I fix this uv?
So I modeled a cylindrical thing, quads only. Unwrapped it and used uv squares addon to make a straight line from it. However it is still weirdly stretched (look at checker texture). Is it somehow fixable?

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

This is caused by triangulation of trapezoids. They are mapped to quads in the UV space, but after the triangulation the triangles are equal in UV space but not equal in the 3D space. Notice how the left and right sides of the trapezoid are clearly equal, the triangles share the diagonal that divided the trapezoid to the triangles, and yet one triangle has a shorter inner edge, and one triangle has a longer outer edge and therefore must be bigger - and yet the triangles in the UV space are equal: https://i.imgur.com/2ChQo9d.png

In order to have the surface of the triangles equal, you would need to bend the diagonal, but you can't bend it, unless you subdivide it to multiple edges. And that's what happens when you subdivide your object. So the solution is to subdivide your object before triangulation. Then you can bake the texture onto the low poly object so that the texture now conforms to the limitations of the uv map.

In order to fix this:

Into this:

You need to duplicate your mesh, subdivide it (simple subdivision) and bake the texture back to the low poly. Because baking has a few noobtraps, here's a step by step guide to fix a low poly torus:

New Blender file, delete all objects.
⬆ ShiftA, M, Y Add a cylinder.
F9 change cylinder settings: 24 major segments, 8 minor segments.
In Shading workspace add a new material:
⬆ ShiftA, search for Image Texture.
Create a new image: .
Quadruple the original width for a 4096×1024 texture.
Switch Generated Type to UV Grid.

Connect the  color socket of the Image Texture node to  Emission socket of the Principled BSDF node.
Repeat steps 5-7, but this time use solid color instead of a grid. Keep this node unconnected and ACTIVE (SELECTED).
In the 3D viewport ⬆ ShiftD duplicate the torus. Don't move it, let it overlap the original one.
✲ Ctrl2 Add 2 subdivision levels.
Go to the modifiers tab and switch subdivision algorithm from Catmull-Clark to Simple.
In the Outliner, click on the low-poly (first, original) torus, then ⬆ Shift-click on the high-poly torus. It's important the low-poly is the active one.
Set render engine to Cycles.
In Render settings scroll down and find Bake settings.
Enable Selected to Active option. Bake Type: Emit. Extrusion: 1 mm.
Hit Bake button and wait patiently.
When the bake is done, get rid of the connected Image Texture node, and connect the remaining node to wherever you want (typically  "Base Color" socket).

could you describe more precisely how do you consider this UV map to be not ok?
depending on your needs you could:

add UV seems to separate your mesh into more UV islands making the stretching less apparent
just resize the whole UV mapping to fit within the image

I am talking about that stretching on black and white squares, you can clearly see that they are not straight, as a result my texture will be not as consistent as I want to


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How do I copy an object that is inside a hierarchy without transforming it?
How do I copy an object that is inside a hierarchy (while keeping the copy inside the same hierarchy as the original) and without transforming it?
If I select the object and hit Shift+D it is transformed, unless I hit the right mousebutton, which seems to cancel to transform, but is that the only way? Is it possible to turn off the 'transform thing'?
I’ve been using Maya and Softimage for many years, so I’m not new to 3d-software, but this doesn’t make much sense to me :-)

Typically, I'll shift D, esc.  I don't think there's a way to make it so you don't have to hit esc to cancel the grab part of the duplicate.

Thank you for the answer. That seems like an unnecessary extra step that should at least be possible to turn off in the settings. Where can I contact the developers about this?


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How to make low poly character, but without edges
I need to find the answer to this question:
I download one character for unity and imported it to the blender to see, how it was made.
I see that is low poly, but there are no edges, and the surface looks very rounded.
I ask this question because I tried to make by myself one character. At first - it has many polygons, but when I try to reduce them with decimate modifiers (for example) - there are many edges. I can't achieve this rounded surface with low poly, such as this character here - low poly and without edges. How it was done?

You're probably looking for "smooth shading".  Select your mesh object, and in object mode, use object->shade smooth from the 3D viewport menu.

Nathan, thank you, this is what I wanted to do. Now everything is OK with this "smooth shading". I can't understand why this tool is not so popular. When somebody wants to make smooth shading, in YouTube everybody advises making many polygons with Subdivision Surface modifier. This simple tool (smooth shading) is not popular.

Don't worry, people know about smooth shading.


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How to paint directly on the model without image, just with two colors
I need to find an answer to this question. I have some simple elements - sword and spear, that could be painted only with two colours. Is there any way to paint more simple, - without making "Unwarp" and without attaching an image to them - just to paint them with the panel in the right - with the surface settings? I know, that I can paint them in one colour, the whole element with this panel, but I need some parts to be in another colour. How can I do it?

edit mode,select the faces you want,and click this.

Thanks, this is what I wanted to do!


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Problem with 3d models imported from Blender to Unity - the seams are visible as black lines when zooming
I created a couple of characters using Blender for my game in Unity. Everything, that is imported from Blender to Unity - there are visible black lines on the places, where there are "seams" in Blender. When I zoom in, close to the character - the black lines disappear. This problem is not only in Play mode but even in Edition mode in Unity.
How Can I fix this? Maybe I have to make any additional settings in Blender when I make seams, or when I paint the character?
I attach 2 pictures - when is zoomed out, and when it is zoomed in. What can I do?

Finally I found the answer, here is another post in the forum: https://blender.stackexchange.com/questions/32711/black-lines-along-uv-mapped-model

Apparently, you have not defined a padding/margin to the edge in Texture Paint.
If you draw it without margin, your painting will end exactly at the edges:

In Unity it will look like this (depending on antialiasing and distance to the object):

To avoid the problem, you would have to set the Bleed option in Texture Paint under Tools > Options to a higher value. Preferably to 2px or 4px:

Thanks for the answer, I did these instructions, I made the Bleed to be 4 px (before it was 2px). Unfortunately, there was no result. In UNITY, in Project settings, I also tried all 3 options of antialiasing, but again it was without result. The black lines are again visible when it is zoomed out. Any other idea what can I do?

@sirtak Did you repeat the texture paint with a higher bleed value, and also resave the texture and import it into Unity? ...please check this again, or share your blend-file.

I admit - I did not make it :). I only changed the bleed to 4 px and imported it again in Unity, but I did not repaint everything. Now, with this instruction, I will do it, and I will write what is the result. Thanks :)

btw: If you still don't get the result you want, it could be that you accidentally moved your UV mapping.

I performed these instructions, and now the things are a little bit better - the black lines are thinner. Now, although it is more difficult, they are again visible. What do you mean UV mapping is moved?
When I changed the picture for painting, first again I made UNWARP, and after that started to paint. Thanks for the instructions, but do you have any other idea, about how can I make things better?

@sirtak Please share your file, it's hard to find an exact answer here.

Search for "mipmap" settings in Unity.

Hello, I still can't find an answer to this question, I left it for a long time, because I had another thing to do for my project, but now this issue is again actual. Can anybody help me, I share the file with the character: https://drive.google.com/file/d/1Q5iWXWwH_CywyRDQ-kpcc7evM3fnHtjV/view?usp=sharing


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3.0 Crashes upon Motion Track
I'm having a problem regarding Blender 3.0 . when I import a footage to motion track blender crashes , it only prefetches half the footage and upon reaching the half where it didn't buffer it crashes.
Anyone else facing similar problem? any help would be appreciated.

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


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Why are there white circles after removing animations?
Recently, I was trying to animate some of my objects. After removing the animations, white circles appeared close to the previously animated objects. What are they and how do I remove them?

I don't know, maybe they are particles?

They looks like object origins ... Can you select the point?

I can select them

Sorry for delay I didn't get notification ... Please share your file delete all just keep few dots so we can expect the issue. ... Sure in case you are looking for an answer ... https://blend-exchange.com


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How to separate texture-alpha from RGB channel in Cycles?
I'm working on some game textures, and the alpha channel controls Metallic or Roughness, instead of Transparency. I mapped them accordingly onto the principled BSDF (e.g. RGB channel goes to base color and alpha goes to metallic) and it did work well in Eevee, but when i changed to Cycles, the colors are washed out and it only renders alpha channel. Guess this is due to Cycles wrongly taking the alpha channel as transparency (by default?) so my colors are missing.
I've tried several ways but nothing works:

I duplicate the texture input node (and make it single-user) and, get RGB channel from one node (alpha channel disabled) and get alpha channel from the other node (alpha channel set to be straight under N panel - property). Two steps work well separately - i got colors when i link RGB node to base color, or i got metallic mapped when i link the alpha channel node, but when i linked both of them onto the BSDF, colors are washed out again.

I make a copy of the original texture image, get RGB channel only from img 1 node and alpha from img 2 node. Same result as 1.

I edit the original texture image in photoshop. Now image 1 only contains RGB channel (provides only RGB) and image 2 contains both RGB & Alpha (provides only alpha channel). not working either.

I try to do an image 1 with only RGB and img 2 with only alpha in dds format, but got a error msg in blender saying the dds file is not readable and my model turns to purple / pink with no textures.

I'm feeling that although i link only alpha channel from node 1 to BSDF - metallic, blender somehow still reads the RGB channel from node 1 and overwrites my RGB channel from node 2.
Any chance you can render ONLY the alpha channel and let blender ignore its RGB channel? Or any chance you can apply the base color (in RGB channel) and the metallic map (in Alpha channel) simultaneously onto BSDF in Cycles, just like in Eevee?
This is pretty weird, I've dealt with several texture images with Alpha channel controlling transparency and the problem never happened before. First time working on game textures with alpha controlling metallic or something.
Thank you in advance!

Maybe try to set the image texture node's alpha to None:


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Geometry Nodes — place instances to line archway
I'm trying to line this archway with a single line of "LEDs" using geometry nodes. I have a vertex group that isolates the arch (see screenshot) and it ALMOST does what I want it to, except it's adding extra instances on edges adjacent to, and not within my vertex group. I'm sure I could probably get what I want by just adding actual points to my model on the straight vertical parts of the arch and just doing a simple Instances on Points but was trying to avoid having to add geometry just for decoration.
Even more awesome would be a solution that actually adds instances equidistant around the whole arch rather than still sticking them directly on the points on the curved section (that's what I was attempting to do in the first place).
Thanks for having a look!

The values are interpolated between the value of (I assume) 1 at the vertices that are part of the vertex group, and 0 to the other side of the edge. The selection is however a boolean operation, so any value > 0 will not be discarded. If you don't want the curve to be sampled, add a math operation to remove the interpolation.
eg

Thanks Gorgious! That was it. Brilliant.


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Unpredictable hair particles in shallow surface
I'm trying to model a feather using hair particles. Ideally, the hair would follow a direction similar to the normals in the shaft, going out and away from the center. However, by the tip of the shaft, it starts to become unpredictable the direction the hairs will take.

I tried creating the particle system in a much thicker shaft (like the one in the right) and later scaling it down in edit mode. It worked when creating the parent particles, but the children still present the issue, and grooming doesn't help. (the one in the left has grooming).
I'm assuming this is because the shaft is thin, so the normals get averaged and it decides to go to the other side. No idea how to fix this tho.
Extra info:

All normals are correctly pointing to the outside.
I have a vertex group along the borders of the shaft for the density of the hair.
Using blender 2.92.0

The tip of the feather is a single vertex. This creates triangles and messes the particles up. Delete it. Then just extrude and scale down the last edge loop.


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Distortion Light on Object
i got a trouble on the object when i click shade smooth it start appearing black and white between my model i am using Mirror Modifier does it effect ?

why does it have 2 square when i actually made 1 and mirror it can someone help me how to remove that thing which divide the box

did you check face orientation? in edit mode press a to select all faces and then Shift+N

idk what i just did i just click Shift+N and it says recalculate and i didnt check the box and somehow the distortion thing is gone thanks alot.


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Inset Faces gone wrong
I wanted to Inset a Faces on a Square but instead it turning into like
this :

actually i want the face to get inset like :

where we can see the botton and the top also getting pull but mine only the side and little on the top and bottom.
can anyone tell me how can i make it like the 2nd picture.

hello, have you applied the scale of your object in Object mode?

you mean the ctrl+A and Scale ? no i havent i might wanna try

yes, it must be your problem here

Possible duplicate vertices, too. (The result of a previous, abandoned inset?)

it seems after applying scale i can instaly inset it and it turn into normal as before i got this problem on the other model for 3 months already i cant believe it was applying scale.


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How to make joined or parented objects move with object that has a shape key that follows a sine wave?
I have created an arrow in CAD and imported via .obj into Blender. This arrow consists of: a shaft, three feathers or fletching, a knock and a broadhead. I've animated the arrow shaft to shoot across the screen and abruptly stop. All the objects (fletching, knock & broadhead) move nicely with the arrow shaft whether they have been parented or joined to the shaft. Now I want the knock end of the arrow to oscillate as it would in real life when it first hits the target. So I set up a shape key on the knock end of the shaft and added a modifier within the graph editor, set its limits and a fade out. This works perfectly for the arrow shaft but the other objects such as fletching and knock do not follow the oscillation path whether they are parented or joined to the shaft. How do I make these other arrow parts follow the shaft oscillation if parent or join won't do the trick?
Thank you in advance to anyone who might be able to help.

sounds a lot like a job for a simple rig or a curve modifier. Oscilation without script is hard, but animating a single bone can be done with f-curve modifiers.

Thank you for your quick response @Frederik. It was quite easy to apply an f-curve modifier and it provides the exact animation I'm looking for. But why won't parts (the knock & fletch) that are "joined" (with the join command) to my arrow shaft oscillate WITH the arrow shaft which is oscillating quite nicely? If I press G and grab the arrow shaft all its components move with the shaft.

I'm going to answer this directly, so you can mark it as solved. If it doesn't fix your problem, just let me know.

Shapekeys aren't the way to go here. Either create a simple rig using 2-3 Bones and automatic weights and not animating the bone that would deform the tip.
You can then use f-curve modifiers (e.g. cyclic) to create an oscillating motion.
A curve modifier might get you the same results without creating a rig, but it's harder to control
Anyways, if you are creating a rig with vertex weights, make sure all objects are joined before adding the armature modifier (with automatic weights). Or that you assign the ones that should be moving afterwards.

Thank You @Frederik Steinmetz. As a Blender tyro, I have never even used an armature or bone up to this point. I am late at responding because I have limited time to work with Blender and it took me a while to get the rig to work. But thanks to you I now have my oscillating arrow with the knock and fletching moving with the shaft! Thanks again for your help! Ron


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With CloudRig, How do I scale the controllers without changing the scale of the deformation bones?
I've generated a rig with CloudRig. I've yet to parent it to the mesh because the FK Controllers are so large and cluttered, especially around the head area, where I have several bones for the hair. Does anyone know how I can make them smaller/more manageable?

Please don't post photos of your monitor screen. Blender has a built-in method to create screenshots via the Window > Save Screenshot menu.    We can only help with questions about Blender and its built-in addons here. While the CloudRig addon was produced by the Blender Studio team, no-one here has any association with the Blender Foundation and so your question is off -topic.

@JohnEason Thank you

for the generated animation rig you can scale down the shape of the control bones in the viewport display settings. Unfortunately, you need to do this every time after you re-generated the rig.

@Blunder Cash; I appreciate you!

Use tweak bones and set them to "Bone Shape".

You should display your meta rig with bbones, then in Edit Mode you can do Ctrl + Alt + S to scale di display, cloud rig is using bbone visual scale to get it.
You can visit my github to see any useful script regarding to cloudrig
github.com/Blackonlearn


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Painting bone weights that 'inherit'?
It seems like I would have an easier time painting bone weights if it worked such that (for instance) a thigh bone would have weight set to 1 all the way down the entire leg, rather than becoming 0 again at the point that the knee bone takes over.  I understand why the data takes this form on a practical level in terms of how it's used for animation, but in terms of editing the bone weights it means that I'm manually managing all of the boundaries between bones and their children twice -- once on the parent, and then again on the child.
In fact, in practice I often wind up awkwardly manually doing it the way I'm hoping for, by painting the whole leg for the thigh, and then subtracting the knee weights from it using the "Vertex Weight Mix" modifier, which works fine, but is the kind of repetitive manual work that it seems like a computer could be doing for me automatically in a compilation step...
I could've sworn that at one point I saw documentation for a mode in Blender that works the way I'm hoping, but since then I've totally failed to track it down again.  Does this mode exist at all?  Or are there at least any user scripts that will iterate down a bone hierarchy and perform all those "vertex weight mix" subtractions automatically once I'm ready to export the result?  Or am I looking at this all wrong and there's something that makes this approach to authoring bone weights make sense?

When I paint manually, I'll paint from root outwards, and I'll do a gradient, then a normalize all operation (on default "lock active" setting), then another gradient, then another normalize all, etc.  This is basically what you want.  For regular painting, you can use autonormalize instead (doesn't work with gradients.)  Blender doesn't know what should override what though: if you paint foot then leg, Blender needs to know which one is subordinate to the other.  That's why order of painting is important.

I could see that being a good approach for working from scratch, but I'm thinking more of circumstances where I'm tweaking the boundary between two bones long after my first pass at bone weights is already finished, and I wind up having to do that tweak on both the parent and child bone...


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Weight Painting CPU utilization is low
Does anyone have an idea why my CPU is only being used <40% for weight painting?
I have confirmed in the resource monitor that Blender is using all of my cores equally (good), but under 40% for weight painting.
Most geometry is hidden in viewport.
All modifiers are disabled.
The left side of the graph below is my CPU utilization when weight painting a character of 250,000 quads. Performance is not good & it's really slowing down my process. My PC is capable of handling the task, but the CPU is being under utilized.
On the right side of the graph is a Cycles GPU render. No problem hitting 100% CPU utilization.


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How can I connect the backpack to my character?
I want the backpack model to move with the equipped human model. How exactly can I do this? I also want the bag to be able to rotate in any direction I want with the human model.

An easy way would be to rig the straps to the rig of the character. And for the bag you could make seperate bones. Is that an option?

Yes I can copy extra bones, but I don't know how to attach the backpack to the bone.

As DarkSoul says, switch your armature to Edit mode, create a bone for the bag itself: Duplicate a bone of the spine, put it where the bag is, parent it to the spine top bone with the Keep Offset option:

Now back to Object mode, select the bag object, shift select the armature, switch it to Pose mode, select the bag bone, and parent to > Bone:

Or you could make the bag part of the character object, select all its vertices, assign them to a vertex group that has the same name as the bag bone. The bag will automatically follow the bone as there's an Armature modifier that links the character to the armature.

Your instructions work, but how can I copy all vertex groups? Because the number of bones is too many and their names are too long.

What do you mean by "copy all vertex groups"? If you want to join the bag to the character (second solution), select the bag, shift select the character, and Ctrl J. Then create a new vertex group, give it the same name as the new bone (bag bone), and assign all the bag vertices to this vertex group.

Both methods work, thanks.


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Texture doesnt work well
I want to draw a building, but it doesn't show me the texture correctly.
As you can see in the pictures, it is only one side where the texture is distorted.
The first wall worked without any problems. The problem only occurs when I extrude to another side.
With the second wall, only the front texture is not OK, the back is OK.

Update:
I saw, that in the UV Editing the selected texture is moved. Can I somehow fix the selection?

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


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Boolean union, dyntopo and remesh. Object is partially shaded flat
I have an object that ended up becoming partially shaded flat again, by using, I think, the boolean union tool. I also remeshed certain areas and then used dyntopo for decreasing the topology. So I’m not sure exactly at which point one of the meshes that got united with the others, got shades flat again.
How do I shade it smooth again? I know shade smooth is a right click button menu, but that doesn’t work.
Is there another way Without ruining the rest of the new united mesh? The rest of the object, is shaded smooth.

You can use the windows snip tool or Blender itself to take a screen shot. Don't post photos of your computer monitor. It's hard for us to tell if what we're looking at is some part of your computer monitor or a result of the Blender software itself when you use that kind of image in your post.

You can't affect SmoothShade functionality in Sculpt mode. If you switch back to object mode the RMB menu will work again, you can shade it smooth there.


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How to make a beautiful smooth edge between two joined meshes, after using bool tool ? See image
How do I make a beautiful smooth edge between two joined meshes, using dyntopo and then bool tool union ?
The results often get rough and bumpy when I smooth out the finished result, where the two have been joined, like I’m showing on the image here. I always go over the joined areas with the dyntopo clay brush at 0 in order to make the mesh more even. It almost always turns out quite rough and bumpy.
Is there a way to avoid it and make it beautiful and more seamlessly smooth?

And this is the wireframe of that same area of the object

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.


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Sculpting 2 point at the same time
i saw 2 vertex of Brush tool on sculpting but on my blender it just 1 how do i make it 2 ?
im a blender newbie trying to learn please give me some tips how to make that thank you.

You have to enable Mesh Symmetry.
In the photo you've sent the X axis symmetry is on.

HOly moly its working OMG THANK YOU SO MUCH i saw many people on youtube they have 2 vertex and now i have one Thanks alot


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Spaces between edges and loopcut

Wanted to make the right loopcut have the same spaces between the edges and the loopcut just like the left one. how do you have the absolute spaces cuz i want to make a table and 2 of em have to have the same spaces or it would look weird. my question is how to make the same spaces like the left one so the right one can have the same spaces between the edge and the loopcut. Thank you

suggest mirror to other side, otherwise you need check the one side distance and loopcut to corner (factor=0 or 1) and then offset the distance.

Thanks also for the information dear sire but i find it hard to understand w/o Video cuz im still blender adept (17 days in blender)

Another suggestion would be to create a single loop cut across the middle of your object then, with the loop still selected, use CTRL-B to bevel it. Moving the mouse during the bevel operation moves the resulting edges symetrically.

Thanks i put that in mind

I'll add that as an answer to show what I mean.

As XY says, if the width is not the same, the solution is probably to mirror, you can do it with the Mesh > Symmetrize tool. If the axis is not good you can change it in the Operator box:

If you have a lot of symmetrize operations to do, it's better to give it a Mirror modifier.

imma try it on my blender Thank for the Help

HOLY SHIT thanks for the Tip sire now the edge on the left and right is symetrical a video also help me Thanks alot tbh the video the one that make me undestand lel

Create a single loop cut across the middle of your object then, with the loop still selected, use CTRL-B to bevel it. Moving the mouse during the bevel operation moves the resulting edges symetrically. Make sure you only have a single cut enabled during the bevel by scrolling the mouse wheel down.

see, this is what i mean from comment turn to video its much easier to understand and what the ** idk it was that easy with that way.


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Blender Shortcut on Switching tab
Im wondering is there a shortcut on blender to switch tab like for example im on "Layout" tab and i would like to switch to "Uv editing" tab i wonder is there a shortcut for that ? Thank you.

First of all let's find the right term. You can do that by hovering the mouse over it. They are called "Workspaces". Then you know what to search for in the keymap that you can find in the Preferences:

Apparently you can cycle through workspaces with PgUp, PgDown keys.

Thank you very much i able to scroll over the workspace easily.


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How to Hide this Box on blender
hello guys im Blender newbie here i would like to ask some question on how to delete this kind of box because i want to render image of viewport shading showing my model but this box is kinda ugly with it on my image result so is there a way to turn it off ?

You can disable all Overlays with Shift+Alt+Z. Or if you want to only disable a selection of overlays, look in the overlay menu either on the top right or bottom right of the 3D viewport. The grid is perspective view is the Floor. The Red,Green and Blue lines are the Axes.

Thanks alot for the Help imma try it later thanks


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How to delete this faces

i extrude the middle faces going down but i can't delete the extra faces even after typing "X" and select edge or vertices still non of em help plz help thank you.

Answer for deleting Faces is by making loopCut and merge them to the vertex u want to delete
Link of Video here : https://drive.google.com/file/d/1H3NENyaaiis68ZoZlMjKOYRwEYBqlXQ2/view?usp=sharing
(for documentation)


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Making the same bevel object

Currently having hard time trying to figure how to add that same bevel object on the edge where the object bevel to the right and to the left can anyone tell me how to make an object on the edge and to bevel them so it can face right and left ?
here is the example of what i mean :

Maybe it would be easier to begin with a cube, select its top face, move it down, scale it down, create an horizontal loopcut, scale it up, move it a bit up, bevel with CtrlB, choose the number of segment with the middle mouse or in the Operator box:

can i know before making that thing do we need to loop cut and place the cut on the half of the cube than start bevel all the edges ?

it's not exactly place on the half, it really depends on the profile you want to get

can u show me the tutorial from the 1st step ? i dont kinda understand how to get to the position u're making rn.

I've edited, I hope it helps

THANKSSS really help me for a Learner Thanks alot blender Guru


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How do I export my model with point light in gltf
i am trying to export a model in gltf but after export the point lights are not working
after export :
before export

Are those point lights? In the screenshot they look like area lights to me... and as far as I know (but I might not be up to date), GLTF only accepts point lights, spot lights and directional lights (= sun lights).

https://blender.stackexchange.com/a/220032/128477 as for now, it seems that area lights are still not possible to export

For bloom effects as shown above, see https://blender.stackexchange.com/q/220433/18161


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How to shrinkwrap a sphere arround all surfaces of a complex object
This is to solve a problem related to an answer provided to this post to render an "inverse" panorama
Rich Sedman provided an example to render an inverse panorama by having a surrounding sphere reflecting the object and by baking texture of this object. It works well if all faces of the object are perpendicular to the normals array of the surrounding sphere.
I have a particular object, that doesn't face the surface of the reflective object :

As you can see, the face "1" is visible but not the face "2" nor "4" because the surrounding sphere normals never hit it directly. I need to be able to project all numbers of this object to a single texture image.
I tried to apply a modifier shrinkwrap to the surrounding sphere, it look like this :

It's a bit better as we can see "2" but not everything stay readable, the shrinkwrap isn't able to stick to the surface everywhere, I couldn't manage to have a better result.
I also tried to convert the surrounding sphere to a cloth , apply a negative pressure and simulate, it look like this :

This time the numbers "1" , "2" , ... are better projected, but a lot of artifact are present in the final image, I am sure we can find a better solution.
Any idea ?
thanks a lot !
Here is my example file with this particular object :

What is your goal? I mean - what is the purpose of use this texture? (Texture baked from Shrinkwrapped texture is useless for any other object than deformed sphere by shrink-wrap modifier).

My goal is to use this single texture to do machine learning object detection to detect damage on the object, all surface from the object needs to be visible on a single image. The object comes from photogrammetry which mean it's UV are all exploded, that's why i need to project it's texture to a sphere.

What scale of damages do you expect? I'm asking because if you plan to use shrink-wrap (that would not work either) to bake texture for undamaged object and then shrink-wrap on damaged object with bigger deformations than scratches, it will have influence on shrink-wrapped topology and textures wouldn't be comparable. ... Im not sure if I got right picture of your goal, but wouldn't be better way to mesh state before and after based on surface distances?

I will detect, count and classify the damage on the object, for example how many black spot has a banana. If you do it from a single photo, you don't see the black spot that are behind. If you do it with multiple picture the task get more difficult because you need to match and track the same spot across multiple picture to count it only once. But if you see everything on a single image, with an inverted panorama, it's very easy.

Your object is not manifold. It does not have a single surface. It has internal faces. Is this something you expect in your targets?

If your object is manifold, positive pressure on a cloth sim works very nicely..

Thx Robin Betts for your reply, sorry I am not an expert in 3d modelling and don't understand what you mean by manifold, the object I have is just like the one provided in the example, I need to be able to project the number from 1 to 16 on a straight horizontal line on a single image. The faces of the object are sometime perpendicular to the surrounding sphere's faces, but sometime with a different angle.

If you want to have more luck to deliver comment to someone use @RobinBetts

@iliès 'Manifold' here,  a single, watertight surface, enclosing a volume. . in this case, I guess we should add 'equivalent to a sphere' .. the cloth sim method wouldn't work on a doughnut.

One of my temp Answers :)

Shrinkwrap
Speaking to Shrinkwrap > Wrap Method Project, Snap Mode > On Surface, plus some offset ... seems to work here (Subdivision modifier Level 4 used first) ... but topology is (and will be) too much stretched (and at another places compressed).

Bake > Selected to Active
I don't believe there is a way to let sphere cover some more complex or concave shapes, I don't think there is an one click way solution.
Technique you described in comments sounds like you scan a model (banana) or generate photogrammetry model and you need to compare textures.
Since 3Dscan or Photogrametry comes with messy UV, or UVmap that is not identical for each scan ...

To unify textures you would need some proxy object with a topology following the original shape. Like a tube for banana ... here done with a Curve object converted to a mesh ...

... and Bake from Selected to Active.

Any other scan you can bake into this tube's UVmap.

Thx for your attempt vklidu ,
About just comparing texture between two scan of the object, the thing is that photogrammetry 3d reconstruction is "exploding" the UV so you end up with something like that : https://i.sstatic.net/9GgRL.jpg
(This is the 3d scan of a small building) , as you can see there is no way to recognize what is a window, or a door, or a fence here. And if you re-do the photogrammetry twice you also end up with a complete different result, so there is no way to compare them.

Here is how the projection on a sphere look like : https://i.sstatic.net/zEaLt.jpg
You can recognise elements here, even though it's a bit deformed. But you only see element with faces perpendicular to the surrounding sphere.

Sure photogrammetry's UV is "exploded" :) for that I suggested to Bake > Selected to Active ... you would have to generate some nicer UVmap ... see edit.

Thx for the update @vklidu , appreciate your support. I am trying to automate all of this, the goal is to have an autonomous system with 3d scan as an imput and detecting / counting the number of black spot on a banana (for example). Each scan will be unique and on an new object never seen before.

In your last post you said "Unwrap into something nicer" , which is the goal of all of this, I don't want to manually unwrap it by selecting the good vertexes and mark them as Seam, I want to automatically create a sphere just a bit bigger than the object, apply something like the shrinkwrap modifier to get the good normal angle and then bake the texture to this surrounding sphere to have automatically an understandable unwrapped texture.

I understood, but like I said (and you noticed) - Sphere is not able cover complex shapes. The way could be use or reuse UVmap. If damages (dots) will compare some algorithm probably doesn't matter that UV is mess. It can be compared pixel by pixel, marked in texture and displayed on 3D model. If you need texture like unwrapped you would have to create some and than bake it from scan as proposed. Probably there is an app that can unwrap nicer than blender's Smart unwrap, but I don't think any app can unwrap complex shape into single continues wire (and without too much stretch).


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My imported 3d model is weirdly textured with transparent and depth issues making it look bizarre even when rendered

I just imported this wooden house OBJ from a free 3d model website, turbosquid I believe. It came with textures but was originally a hot pink color so I have to use the "find missing textures" option and went to the texture folder. After textures were applied through this method, this is how it came out. It's weird and like transparent and clearly has some depth issues as the back walls are seeable in the photos and the lightpost is basically invisible for no reason. Any ideas?

Change the blend method on the materials to "Alpha Hashed". Or use Cycles.


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Audio emitted from speaker not rendering
I am trying to render my video with 3 separate speakers with their respective audios playing. When I render, the audio is not audible. I have mp3 audio codec and stereo channel set on render, but still nothing. Any ideas?

As long as you hear them in the viewport while in camera view, and you enable audio codecs in the file outputs, it should work fine.

Did you set up an audio codec for the video file output? By default it is disabled, and you will output a silent movie.

I was having the same problem. The solution comes from Richard Antalik,developer.blender org
Enable Sequencer in Output Properties > Post Processing panel.
In Blender 3.0 the Output Properties (tab) is where you define the size of your output, where to output your file to, encoding for video and audio, etc. You will also find in the same tab the Post Processing panel with compositing and sequencer check boxes. Put a check on the Sequencer.

Hello and welcome. Please don't post the same answer more than once, if the questions are the same instead vote to close them as duplicates, thanks.


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Change Subsurface Method of multiple Principled BSDF Nodes
just as a disclaimer, I'm a beginner in terms of Python scripting or programming in general, but after doing my research for such a long time, I decided to ask the experts here.
I want to change the Principled BSDF node subsurface method from the default "Random Walk" to "Random Walk (Fixed Radius)" of multiple materials of my selected object.
So instead of changing each node by hand, I decided to look for a script that finds all the principled BSDF nodes of the active object and performs the changes.
I have found multiple posts with python codes that show you how to change, for example the metallic value etc. (How to change a certain parameter of all principled shaders in my blend file?)
import bpy

for mat in bpy.data.materials:
    if hasattr(mat.node_tree, "nodes"):
        for node in mat.node_tree.nodes:
            if node.type == 'BSDF_PRINCIPLED':
                for input in node.inputs:
                    if input.name == 'Metallic':
                        input.default_value = 0.7

This works for all the inputs like roughness, alpha etc.
BUT I have trouble targeting the subsurface method [Random Walk to Random Walk (Fixed Radius)].

I was hoping that I could have figured it out by myself but so far it seems it's not as straightforward as changing
if input.name == 'Metallic':
    input.default_value = 0.7

to
if input.name == 'Subsurface Method':
    input.default_value = 'RANDOM_WALK_FIXED_RADIUS'

The issue might be that it is not an "input" like "Metallic" but I don't know how to modify it otherwise.
Hope someone can help and even better, maybe give me a pointer on what the things are I would need to learn and understand to maybe find the solution myself.
Cheers!

Node.inputs are sockets, those things with dots on the side. You can change the Subsurface Method with Node.subsurface_method.
import bpy

for mat in bpy.data.materials:
    if mat.node_tree:
        for node in mat.node_tree.nodes:
            if node.type == 'BSDF_PRINCIPLED':
                node.subsurface_method = 'RANDOM_WALK'

You can find this stuff out by turning on Python Tooltips in the preferences and hovering over the thing you want to change. It will tell you how to access it in Python.

Thank you for your help! So there is no need to check for the name of the value I want to change? Also great to know about the tooltip tip. Cheers!

No. There is no need to for inputs either, you can just do node.inputs["Metallic"].default_value = 0.7.


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Moving and Rotating an Image Texture
I'm new to blender and 3D modelling. Until now I have just tried to teach myself the things I need by watching different tutorials or reading replies to questions with a similar problem to mine but right now I have a problem I'm not sure how to solve and I have looked around but since I am not even sure what my problem is I thought I ask for help.
I imported an Image as an Image Texture node and everything worked well but the image just appeared somewhere random and I can't get the UV map that I need to move the image to sync up with the UV map my output is using so I thought I try using a mapping note to change the position of the image directly but that only changed the colour value. Now I am not sure what would be the quickest solution for this problem.
What I currently have is this:

And this is what happens with a mapping node:

If anyone knows how to fix this problem or where I can find a good solution for this it would really help a lot.
Thank you for your advice

You have your nodes wrong.
The Mapping node is indeed the one you need to rotate and move your texture but you should place it before your image and not after it :

The usage of the mapping node is self-explanatory, however, if you want to have full control over the texturing of your object, I suggest you to learn about UV unwrapping.
A good thing you want to remember is to pay attention to the color of the node sockets they are actually really important :

Purple is for Vectors, Yellow is for image or RGB(A) values, grey is for numbers (generally [0, 1]), green is for shaders. You should only connect two sockets of the same color unless you know exactly what you are doing.


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How to make a brush bend against the paper using Hair system?
I managed to create hair in the shape of a pointy tip using the edit mode, but when I try to do the brush bending , it doesn't keep its shape.
I need it to be rigid when I do the simulation, giving a bent curve.
I didn't find any tutorial about this on YouTube, but I saw shorts from people who did it.

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

Please verbally describe what your issue is, be specific and and use relevant keywords. Avoid referencing images or links as alternative to words, try to stay away from vague references like "this happens", "issue with", "like so", which make the post impossible to find for someone using search. Instead describe what "it" is, be descriptive, succinct and detailed. It may not be immediately obvious to users trying to help what you mean. See What is the problem of asking “How do I do this?"

Depending on what kind of appearance you need, I might not use a particle system here, and just use a big soft body with a streaked bump texture instead

is this for animation or a still image?


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How do I make my vinyl folder bend like a realistic vinyl folder (two-folded)
I am making a vinyl folder and aim to animate it. The model is done now I have to attach armature to it. Completely new to the armature feature and I learn as I go. I have put two "bones", one for each side and done weight painting where each bone is only supposed to control its own side.
The problems I run into is that it still distorts the opposite side when I rotate the armature for one side. The closest I got was that the spine bended into itself as well, so when you rotate both sides 90 degrees towards each other, they just intertwine, where as I want to have the spine of just a few millimeters to be rigid and untouched by the armature so that it separates the two sides.

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

Oh, I thought it's easy to answer but oww, you have several problems here. Let's have a look...
1. Mesh Geometry

the cover is very thin but it has extra edge loops in depth. I would remove them. Less geometry -> better performance & less problems
your mesh has serveal overlapping faces. There are several undivided large faces, stacked up to 3x on each other + 2 long, small faces at the top and bottom.
You can see them when the deformation of the Armature is active in Edit mode
Remove the overlapping faces. You can select one and then use menu Select > Select Similar > Area to get the large ones, the other one you need to select manually (only 2) because they have the same area as the square ones.

2. Modifier Stack

make sure you have only one Armature modifier on the stack. It should be the first modifier on top so it can use the base mesh with the weights you defined
add more modifiers of your choice, e.g. Bevel, Subdivision Surface etc. They create additional geometry, but the Armature modifier comes first and doesn't care (less work for it, original weights -> better performance and better deformation).

3. Apply Scale, Rotation and Location

it's a good idea to move the armature and the mesh to the world origin (0,0,0) so it sits in the XY plane. This way you can easily pose it on the ground or on a shelf.
the center of the mesh and the armature should be in the center (X=0) and face you (front view) so mirroring works properly. (just saying, it's already the case with your model)
now you can apply the transformations. Your armature has not apply them. In consequence, the X-mirroring is messed up. Apply them before you start with rigging (Ctrl+A in Object mode).
note that for Blender, -0 is not the same as 0 (see Y-Rotation of the mesh)
when you have applied the Location the origin (little orange dot) will be at (0,0,0). Applied scale is (1,1,1) and rotation is (0°,0°,0°). For the mesh you can reset the origin back to geometry if you like

3. The Rig / Armature

to have the back of the vinyl cover stay undeformed, add a center deform bone. This bone also acts as the root of your rig so you can easily move and rotate it
give the bones proper names, e.g. Center, Cover.L and Cover.R. The suffix (.L) in their names makes sure the X-mirror works. Blender is very tolerant when it comes to suffixes, you can also use .l or .left or _left or _L ...
make the Center bone the parent of the Cover.* bones with the Keep Offset option (Ctrl+P)
enable the bone axes in the Viewport Display option and adjust the Bone Roll so that the bone's Z-axis points up/down. This way you can rotate it around the global Z-axis and it will rotate as you expect and X-symmetry/mirroring works properly.

Weight Painting, finally

Last the but least, you need to fix the weights for the bones. They are stored in vertex groups that have the same names as the bones.
You can do it in Weight Paint mode -or- in Edit mode with the [X] Vertex Group Weights overlay enabled. (Blender 4.x has a new extra overlay dropdown menu, the right one. In older versions the option is in the left dropdown menu)
Ideally, the sum of the weights should be normalized (sum=1.0).

Thank you very much for your thorough answer. I got stuck at the third part: "to have the back of the vinyl cover stay undeformed, add a center deform bone. This bone also acts as the root of your rig so you can easily move and rotate it"
How do I add a center deform bone that has the left and right bone grouped beneath it? Thank you

Hi. Simply select the armature and switch to Edit mode, add a new bone with Shift+A. It's the center bone, press F2 to rename it. Then select the left and right bones (=highlighted in orange) and finally the new center bone (=highlighted in yellow=will be the parent). Then press Ctrl+P and select Keep Offset. This will make the left+right bones children of the center bone. That's it. The bone hierarchy in the outliner should now look as shown in the screenshot (3.).


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Parenting teeth to character's face after blendshapes have been created
I have created a character's face and shapekeys for it. I now want to add some teeth to it. I tried vertex parenting the teeth to the bottom jaw and this worked in Blender, but when I export it as an fbx and import into Unity, the teeth are no longer parented.
Is there some other way I can parent the teeth to the bottom jaw which will transfer to Unity?

You could simply join the teeth object to the rest of the head, or parent the teeth to the jaw bones if they exist, please tell a bit more about your object, rigging, etc, and maybe show a screenshot?

HI thanks for the reply. There are no bones, all the animation is done using shape keys. If i simply join the teeth to the head they wont animate with the jaw.

once you've joined the teeth you need to select the shapekey of the open mouth and move the teeth vertices accordingly, I'm not sure you have any other choice

ok well thanks very much for the suggestion, i'll give it a go

Let's say we have this head model with shapekeys and this teethmodel:

First, make sure all your shapekeys are set to zero:

This is so that the teeth are joined into the basis state of the mesh.
Then select the teeth object, then the head, and press ⎈ CtrlJ to join the selection into the head object.
Set the open jaw's shapekey to 1, and ↹ Tab into edit mode.
Hover the teeth mesh and press L to select it. Move it where you want it to be.

And there you go:


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Blender 2.9 - Python - define addon properties
I checked Batex addon source code and other sources on internet
Is there no safer way to define properties?
I mean, what if an addon sets the same property in Scene for instance ?
bpy.types.Scene.apply_transform = BoolProperty(name="Apply transform",
            default=True,
            description="Applies scale and transform (Experimental)")

this looks so "bad design"

I think this is a topic for devtalk.blender.org

This is not bad design, as in any programming language the potential namespace collisions have to be handled by the programmer, not by the language.

This is definitely not a problem unique to Blender, nor even to Python.  It's an old enough problem that it has been called by the name name collision for at least 30 years.
Wikipedia lists three of the well know methods of dealing with it.  I'll enumerate others.  None of them are perfect.

Renaming - the least desirable.  When you find the name you are using collides you simply change it.

Prefixing - Try to find a unique prefix that you routinely use on your names, in the hopes of avoiding collisions.  This is the oldest technique used for name collision among separate libraries in large systems.

Encapsulation - Wikipedia calls this 'namespaces', but namespaces are a language specific implementation of encapsulation.  There are other ways to accomplish it, as mentioned in another answer.

Often these three approaches are intermixed. This answer describes an approach where one form of encapsulation (enclosure in an object that hides the names) is combined with one form of prefixing.
Here are approaches not mentioned in Wikipedia:

prefix registration - Prefixes are only a partial solution because prefixes can collide.  To avoid this, there are situations where name collision is avoided by requiring prefixes to be registered on a first come first served basis.  This is not widely used in programming, because it administratively difficult.  It is routinely used in networking, where name collisions are far more likely.

Guid assignment A Globally Unique Identifier (GUID) solves the administrative problem of prefix registration by automating the generation of such IDs.  Microsoft uses this approach in some of their products, for instance.

Python should avoid these javascript-like nonsenses. I have been suggested to use addon preferences or property groups

@Phil neither of these things solve the problem.  Add-on names can collide.

well I understand the issue, a hash could be generated randomly and blender would just deal with it...anyway I just want to avoid adding stuffs in blender "built in" data. thx

I always try to use add-on name in such properties and pack them into property group
__init__.py
# vox - add-on name
bpy.types.Object.vox_settings = bpy.props.PointerProperty(
    type=vox_object_settings.vox_object_settings
)

vox_object_settings.py
class vox_object_settings(bpy.types.PropertyGroup):
    # in PropertyGroup I free to use any names:
    active: bpy.props.BoolProperty(name="Use as block", options=set(), default=True)
    ....

I'm sure you're aware of it but in python, class names should be CamelCase by convention. It's not enforced but it made me double take how you could set a variable as a type in the PointerProperty

which only postpones the problem to name collision among add-on names, themselves.

@MartyFouts I agree, but there are more likely issues - for example than the add-on overrides part of the interface (had to deal with it in the past)


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Ctrl + NumberpadPlus doesn't work
I can't expand the selection range by pressing Ctrl + Numberpad + in Blender. I also can't shrink the selection range with Ctrl + Numberpad -.
However, I can use Numberpad + itself, and NumLock is not the issue.
What could be the cause?

But you are in Edit Mode? Or in Object Mode or any other? Is the mesh connected to the parts to which you want to extend the selection?

Does it work if you use the Select More/Less menu entry instead? The keymap entries are in Preferences > Keymap > Name: 'select more' or 'select less' under the Mesh entry.

It works correctly when I execute 'Select More/Less' from the menu. The issue occurs only when using 'Ctrl + NumpadPlus' in Edit Mode. It doesn't work in any mode, whether vertex, edge, or face selection.

I would follow @JohnEason 's tip to look in the keymap... maybe somehow something has changed...? By accident or some add-on?

I downloaded and installed Blender 3.6 from the official website. I haven't installed any add-ons or made any changes to the keymap. Just to be sure, I tried using a different keyboard, but the same issue occurs


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How to snap a vertice to an edge without actual snapping it to that edge, staying on your native plane?
I accidently move the point of my prism. I need it back on that same place it was, just like the left part on the picture. I use constrains in X axes and want to align the vertice position with that far edge on the opposite side. And it just doesn't work.
I tried every possible manipulations and struggle to solve this riddle by myself.
Please, help, good people. It is very easy to reproduce. Please :(

Assuming the worst case; no alignment to local or global axes..
My snap is nearly always set to 'To: Vertex' and  'With: Active'. I find it covers the great majority of cases.
Also, 'Create Orientation' (The little  '+' in the Transform Orientation pop-up) is used so often, it's in my Quick Favorites. If you use it a lot, it might be a good idea to set it to 'Overwrite Previous', first time round.
If you create an orientation from any two points, or an edge, the direction along it is Y. So the operation looks like this:

Not exact my situation, but YES! Yes, it is the solution I was searching for. Thank you so much. Will use custom orientations more from now on.

@TRUEvector Great! Bear in mind this is a personal habit.. I still get blown away every now and then by tutorials, or answers here,  showing me better ways to do most everything.

It's not very clear what you're trying to do, I assume you're trying to restore symmetry of your mesh. It would be trivial if the plane of symmetry was aligned with some axes, e.g. XZ. but the screenshot doesn't show that, so here's instructions that may work regardless of the meshes orientation:

Skip to p. 7. If the point you want to move is exactly at the center of (desired) symmetry.

Select an edge that is parallel to the edge of interest, and is already symmetric (the middle of the edge is in the center of symmetry).

If this edge is aligned (parallel) to the $y$ axis, you can skip this step. Otherwise press F3 Create Orientation, or click the plus in the orientation menu:

⬆ ShiftS, then T to move 3D Cursor to the center of the edge (therefore the center of symmetry).
., then D to set Pivot Point to the 3D Cursor.
1 to switch to vertex selection mode.
S, Y, 0, ↩ Enter To move the vertex towards the 3D cursor, but only perpendicularly to the plane of symmetry (only towards/away to/from the mirror).

G, G for Vertex Slide, move your mouse to tell Blender which edge to slide on (the edge of interest), 1 to slide all the way, - to reverse the direction, ↩ Enter.

Sorry for late reply.
And thank you for your respond. Unfortunately no, I was not talking about the point in the center, I meant the opposite side, to restore the symmetry of the prism (I showed with red dot the place where the selected point shoud be).
Nevertheless, your comment was invalueble, because I've learnt how to use custom orientations.
Also, I just found out rather quick solution how to fix such prisms with triangulating the desired face and snaping the point to it.


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See-througn Glass - problems viewing a color sphere inside a see-through glass cylinder
Hope someone could help.
I have (intendedly) a color sphere inside a see-through glass cylinder (Please see attached). When I use the "solid mode" in "viewport shading," (the left top window) I could partially see the sphere. But in "rendered mode" I do not. Any suggestions regarding what I am missing regarding the set up of the see-through glass material would be appreciated.
Attached please also find my settings. Many thanks in advance

in Eevee you need to enable some options to make the glass work if this is your question

@moonboot Really? You successfully duplicated your self ... probably this one should be linked to this Q https://blender.stackexchange.com/a/162935/2214

@DuarteFarrajotaRamos ... Could you change dupli to above link? ...  Older and more descriptive. Thank you

https://blender.stackexchange.com/questions/189716/how-do-see-fluids-through-glass-eevee

In Eevee for your material you need to choose another Blend Mode than Opaque, and enable Screen Space Refraction:

And in the Render panel enable Screen Space Reflections and Refraction:


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Python API ShaderNodeTexWood undefined
I am running Blender 5.1. I used ShaderNodeTexWoodTexture as in the following line
wood_texture = wood_material.node_tree.nodes.new(type="ShaderNodeTexWoodTexture")
I got a runtime error "ShaderNodeTexWoodTexture undefined""
Has the type changed? what should I replace it with?
Thanks

Hello, I don't think this node was ever available to the shader editor. Maybe you're thinking of the texture node editor ?

@Gorgious. It may be available in the fictional Blender 5.1 version though! :^)

So what would be the right way if any to have the wood texture. Please help enlighten me


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Onion Skin Texture Stripes
Does anyone know how to create this texture/bump? I tried stretching the noise texture but didn't like how it wasn't sourcing from the middle of the object...

You could plug a Gradient Texture (Radial) node into your Noise Texture, like that:


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Closing Gaps Between Strips in Video Editing
After cutting out a ton of footage in a video, I'm left with a LOT of gaps. Yes, I did find the [Remove Gaps] option, yes I also tried pressing [Backspace], but- they only worked once, on about half of my project but not the first half that was within the render time region I set at first, even though I only had one strip selected. I've tried doing what I did at first, I've moved the Sequencer head, I've lowered the render time frame and I'm simply at a loss because Stitching the gaps together manually would be painful when there's already a command that's supposed to do it instantly. Is it a bug or am I doing something wrong? I even updated to the latest version of Blender. Please help!

The Remove Gaps operator only works if there is a gap at the playhead position in all channels. So if you're editing ex. a music video move the audio strip out of the way, remove all the gaps one by one, by placing the playhead in a gap and hit backspace.

I once did a patch to do proper ripple deleting in Blender, but it was never accepted: https://developer.blender.org/D7767
Neither was a similar function done by a BF dev: https://developer.blender.org/D9979
I have no idea why this isn't a priority to add in Blender.

Thank you! I've only now seen this because I took a break from editing my project, but moving the audio out of the way like you suggested was exactly what I needed to do :)

If you move time cursor to the start of the video you can remove all the gaps using the remove gaps operator (backspace by default).


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How can I prevent parts of the subdivision from snapping to edges?
When creating my first humanoid model, an area near the feet would not adjust to the result, instead snapping to the edges. How do I resolve this?

Hey Jeth! Have you tried selecting all your mesh with pressing A and then M - Merge by distance? Maybe this will fix it

Do you mean that the edge is sharp? Maybe overlapping vertices, or inner faces, or inverted normals, but maybe share your file? https://blend-exchange.com/

Please make it more clear what you mean by 'Snapping to Edges'. Do you mean you want all your geometry to be smoother?

File of project:

Addressing Robin Betts, the image shows how despite all the other geometry in this model has become more circular and shrunk compared to the base. The area around the ankle has retained adherence to it's edges. I just need it to conform to the rest subdivision modifier's adjustments. Sorry if I don't make sense or sound inexperienced, I pretty much just started working with blender two days ago and don't know a whole lot.


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How to use the shortest edge path in blender to generate a dendritic texture in a specified area，

How to use the shortest edge path in blender to generate a dendritic texture in a specified area，like the follow image.

this is just my opinion - but i would not assume that everybody know what a dendritic texture is...so maybe you could elaborate a bit more so that hopefully more people are interested in your question and might answer...?

Hello, and welcome! You're more likely to attract answers if you make your question self-contained, even if aspects of it are obvious to you. Perhaps, briefly describe what a dendritic texture is, and why you think Shortest Edge Path might be a route to achieving it, especially if you can illustrate with some  experiments of your own.


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How can I change the coordinate of part of an object to change the coordinate of all objects?
Imagine I have an object which is a vertebra with some markers on it. When I go to the edit mode and select each marker, I can easily see their coordinate of them. Now, if I want to register new coordinations to my markers to move them to a new place by changing their XYZ, only markers move, and the main object doesn't move.
How can I lock my main model to the markers to transform it into a new place by changing the coordination of markers?
I appreciate any help you can provide.

Why can’t you just transform the object has a whole to where you want it? Are you looking for deforming the vertebrae, or simply rotating it so that the three points closest to the spheres stay close to them?

Thanks, @TheLabCat; no, I would like to simulate the motion; it means that the vertebra should go to the new place by changing the coordination of the markers. Still, when I change the marker's location, as you can see, the vertebra stays in the last place and doesn't move while the markers have moved.

That still doesn’t appear to mean you can’t just transform the object as a whole, or use an armature deform. The markers are part of the same mesh, so they can never transform the rest of the mesh as is. They’d have to be separate objects.

What simulation system are you using?


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A way to change the seed value every N frames?
Using Blender 3.4.0 Beta
I'm using geometry nodes to instance a honeycomb curve circle on points using a Grid node. It looks like this:

I've filled the curve to create the face, realized the instances and am extruding the faces up cyclically based off the of the scene time.

The "cycle" time is 96 frames (4 seconds @ 24fps) to go from flat to full height.

I'm using a Random Value node set to Boolean to pick the selection. It's all very straightforward. When I change the Seed, I get a different set of random faces to extrude, but I can't seem to change the Seed WHEN I want to.

The problem I'm having is that I want the Seed value in the Random Value node to change whenever the modulo of the #frame/96 is 0. In essence, the faces retract all the way, and when they rise again, I want a whole different set of faces being extruded.
It seems simple on its face, but I don't see a way of capturing the Seed value being sent when the Boolean is True so that I can keep sending that same value the whole time it's False, until the next True, when it can be updated again. I took out the myriad nodes that were not working for clarity.
Is there a way to do this? I have tried MANY things, but nothing seems to do the trick. Thank you in advance for any guidance! Cheers!

This may not be quite the solution you'd prefer, but the short answer is maybe to just set the seed and other values to desired keyframes.

Use a math node to floor the frame number divided by 96 ?

I mean, yes, manually works, and I consider setting keyframes as manual in this context, because it's just looping ad infinitum

Gorgious, that worked brilliantly. Simple. That's an answer! Thank you!!! BTW, IDK how to make that an answer 'officially'.

Comments can't be accepted as answers. @Gorgious needs to post an answer then you can accept it.

I know this is a part you have solved, but always nice to link related material: How can I create a hexagonal structure with Geometry Nodes?

Using a math node to floor (or ceil, or round, ...) the frame number divided by 96 will yield a different (incremented) number every 96 frames.
Example with an unrelated usecase :


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How to batch export multiple meshes into separate .ply files?
I have looked into batch exporting scripts and they seem to come in every format except ply. I'm having trouble understanding how to edit the template batch export script blender provides to export with proper ply properties.
I only need the script to export with vertex colors enabled, forward set to Y and up set to Z with scale at 1. How would I be able to translate that into code?

As stated in the template you only have to change this line
 bpy.ops.export_scene.fbx(filepath=fn + ".fbx", use_selection=True)
with this line
bpy.ops.export_mesh.ply(filepath=fn + ".ply", use_selection=True, axis_forward="Y", global_scale=1, use_colors=True)
The keywords arguments can be inferred by hovering over the operator properties when you execute the operator using the UI.
First enable the python tooltips

Go to File > Export > ply
Hover over the field you want to tweak and note the attribute name. Here it's axis_forward.

If you want to know the expected value, change it using the interface and open an Info editor. The value will be written there. Don't mind the left part of the equal sign, it's garbage.

The operator python command can be found by hovering over the menu entry in File > Export.