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How to get rid of weird curve with glass
I've had this issue before where the problem turned out to be that I was using a plane with no thickness as the glass. This time, however, the plane with no thickness looked fine and now I've added a thin thickness to it (smaller than a centimeter like real glass panes), it's doing this. Anyone know how to help?

First thought:  try a real environment in there to test with, don't try to guess at what it should look like inside an infinite void (the only reflection in this case may be the light itself).  Second: if this is going to hang you up forever, settle for physically plausible instead of physically accurate for this project.

This may be happening because of smooth shading on the cuboid pane of glass, causing the normals to bend into more of an ellipsoid shape. Because the normals effect refraction, it looks like a curved lens. Shade the glass plane as flat instead.


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Unpack Blender Asset Browser collections
I am currently expanding my asset browser and I am also including folders containing multiple objects, lights etc. This works great but I am unable to separate the individual components when I drop them into a new Blender project. In my context this doesn't allow me the ability to tweak lights or volume density for any of my 'drag and drop' studio setups.
Does anyone know if it's possible to separate asset collections upon use.

After reading the Blender documentation I found the solution to this issue. Upon dragging and dropping an asset from the browser, which is an instanced collection, open the 'add collection' Tab (bottom left of viewport in my case) and uncheck the the Instance checkbox.

source: Stack Exchange

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

sort: votes


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Use a generated texture for Grease Pencil
so I've made a building in blender with the Grease Pencil, and I've filled up with colors the walls, now I'm trying to put a generated brick texture onto these fillups, but I cant find any way. So does anyone know if there is a way? I would prefer not to use an image texture to make it random. BTW I'm a beginner. I want to replace the brown fillups with the texture schown on the right, the corresponding node setup is on the bottom

Grease Pencil Materials don't support shader nodes (yet). Link to the docs .
Since you can't use nodes, you can't use procedural textures like Bricks or Noise Textures.
You can still use a texture for the stroke or the fill in the material properties.
However, the controls are limited to Blend between a plain color and the texture, and Mapping (offset, rotation and scale).
Using a raster seamless texture you can achieve this kind of result :

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


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Grease Pencil bug, drawing disapears when zooming and moving
so I built a scene with different components ( a building and some trees), everything looks fine from distance, but when I zoom in or move in some directions, the trees get "cut", they partly disapear. ( stroke depth order is in 3d btw).

I forgot to mention that the trees and the building are in different collections.

What version of blender are you on? just asking cos i used to have the same problem with older versions (like 2.90) but i thought it was fixed since.


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Mesh from a curve using Bevel Object gets flat when exporting to Unity
In blender, I made a hair bow using Bevel Object on a curve. Afterwards I converted the curve into a mesh but regardless wich polygon resolution I choose, the exported fbx object doesn't look voluminous at all in Unity. It is therefore not possible to put the hair bow on top of a head, as too much of the head's surface underneath is visible. I dont`t understand the reason behind this, so I am a bit stuck now. (Added 2 screenshots of both objects)

I would start by checking the normals.  I wouldn't expect that to be the issue coming from a beveled curve but that's what the Unity screenshot looks like to me.  Try recalculating normals on the mesh before exporting.

Thank you for the hint. First forgot to mark all faces in edit mode before recalculating the normals, but finally that solves the problem.


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Trouble creating a volume from a plane
My friend and I are trying to create a landmass for a nautical table top game. We want to create an STL file to 3d print. The piece is seaside village on a hill at the edge of the board.
This being my first blender project I sculpted the land from a plane and then added the buildings as cubes. Now I want to cut the edges of the landmass to be flat and filled in, and I am have a lot of trouble.
The first image is the model. The second image represents where I would like flat faces for the STL. These are cubes added for the purpose of a Boolean difference.
I have tried a couple of things.

Cutting the plane and manually filling all the vertices. Was impossible to get all vertices filled.
Extruding the edges down and then filling to bottom before trying a Boolean difference with cubes on the bottom and back (see the second image). Blender had a meltdown with the landmass disappearing entirely but the buildings remained (not sure why since they were already joined as the same object).

Please let me know if you have any thoughts.
Thanks!

extrude the ground should work, but you need to be sure that it is non manifold (no overlapping vertices, no inner edges, no holes, etc). Also make sure that your houses are really joined to the ground as one unique mesh, if they are separate meshes you won't be able to print (I suppose)

It's not working properly because you simply joined the two cubes. Now they are a single object, but in Edit Mode still two separate meshes with their own volume, but overlapping in some parts.
In order for the Boolean Modifier to work, the volumes you want to subtract from the landscape have to be either separate without overlapping or you have to create one continous volume for the overlapping cubes.
Since the overlapping is necessary in your case, you have three options, all require you to separate the cubes beforehand and make them two objects again:

Work destructively by first subtracting one cube, apply the modifier and subtract the second cube.

or:

Give the first cube a Boolean Modifier and join it with the second cube by setting it to Union, then choose the first cube for Difference in the Boolean Modifier on the landscape.

or:

Maybe the simplest way: put two Boolean Mdifiers on the landscape, choose one cube for the first modifier and the other cube for the second modifier.


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How to extrude, bridge or in some other way fill this part out

I was following along with a tutorial and the video jumps past how he did this portion. I figured out to mirror the arch with a Mirror Modify, but beyond that I'm lost. I could apply the modify and then use a Bridge Edge Loops to get a semi-close effect but it's not the one in the video and I'd really like to know how to do it
Here's what the one in the video looked like. Apologies the question isn't more specific. I'm not new to blender but it's been a long time. Something else of note is the red line bisecting portions of the handle in the screenshot of his video that I don't have.

Since you mention "extrude" already in the question, did you try that? To me it seems - without knowing the video - that he took the boundary edge of the general shape and extruded it twice with E. Or extruded it once the whole distance and then cut it with a Loop Cut using Ctrl+R. The red edge shows that he marked it as seam, but that has nothing with modeling the visible shape. This is for creating the UV map. And why on Earth is the tutor naked in the video? :D

@GordonBrinkmann good question on the nakedness lol. Here's the video: https://youtu.be/lPGjxkCXoZA?si=AsJg4rz46OgBvvZn. The jump is at 6:00-6:15 or so. As for extruding, I did try but I can't get the extrusion to lay cleanly against the existing geometry.

Usually one would use the Clipping option in the Mirror modifier to make sure it stops at the mirror axis, but the option is disabled in his modifier as it seems. Or if the origin point of the object is on the 3D Cursor and he used this as Transform Pivot Point, he could have used S X 0 to scale to 0 on the X axis which in this case scales all down to X = 0 on the cursor. He has set the 3D Cursor as pivot point so this could be the case here. But this is pure speculation since there is absolutely nothing to see, obviously he does not care about making it beginner friendly.

@GordonBrinkmann yeah in the comments when someone pointed out he skipped some bits, he said "Unfortunate" and left it at that. What would you recommend I do?

Watch tutorials from people that actually try to teach you something even if you are not already highly skilled. I know it is hard when you want to model an assault rifle that beginner tutorials only model "boring" stuff, but what he did there or the hints I gave at what he might be doing, this should not be too complicated. If you google "blender mirror modifier" on YT there are tons of tutorials that teach you the basics of how to use it. As I said before: either scale to the cursor if it is on the mirror axis or use extrude while the Clipping option is enabled in the modifier.


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Copy location constraint with vertex group not working anymore on 4.2 version
I'm trying to make a render of a sailing boat that floats on a ocean, so as many tutorial suggested, I've created a plane, I've shrinkwrapped it on my ocean, I've created a vertex group and use it to copy its location to my ship.
I've done this in version 4.0 and for reasons I've upgraded the project to 4.2, but now the boat seems to just stay still. I've tried to duplicate the same project and convert one of them, to be sure that there are no changes involved, but this is it.
Is this the intended behaviour of the constraint that have been fixed? Is it a missing feature?
Is there another way or a better way to do it? I'm just curious to know.


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how do I fix tough go with teeth bone?
I use metarig by the way. so after I parenting automatic weight tough and rig. seem like the top teeth bone control tough. but not the tough bone. so how should I fix this? thanks for answer much.

What do you mean by "tough"? - Maybe you mean "tongue"?

Yeah. I mean Tongue. Sorry. I kinda bad at spelling sometimes.


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Try to hide some point in geometry node
I follow this yt tutorials https://youtu.be/RYCi4rdwbxo?si=88MuRk5xzsM8pnMJ.
in that its about make water along curve and its done. but I wanna try to hide some point I didnt want show it yet like here I try use instances but still confussing how to make it work together. so thanks! thats helpful to me for every answer!

You're already using the Curve factor for much of this GN tree, just use that, set a threshold below a certain value (determined by where you want them to appear) and use that to set the scale of the points to 0, or delete that geometry, or store the value in an attribute and use it in the shader, which will probably be much smoother.

Okay I will try. thanks!


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How to make specific keyframe on that object to spin?
I got idea about make record spinning. but I wanna make it start spin on frame 40th. with make z angle move +2 repeatly. anyway to do it?

Hello what do you mean by move +2 repeatly?

sorry. I mean I wanna make z angle spinning +2 each frame go.

Create a first keyframe on frame 40, then another at the end of the frame range with a value twice that of the frame #, then hit T > Linear.

is there anyway to control speed when it go?

You can modify the value of the end keyframe if you want to make it faster overall, or set the interpolation to bezier and adjust the curves if you want to make it speed up over time :)

Oke. Thanks man!


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Make many object follow one path
I want to make many ices follow path I made but I stuck to find way to make it. the below picture here the blue one is single ice. and selection is ice path follower. the problem is, I dont know how to make many ice could follow the path I wanna do with randomize location. thanks for answer later!

Hello, give your objects a Follow Path constraint, play with the Evaluation Time of the curve, give a different Offset value to each of the objects Follow Path constraint?

Give your objects a Follow Path constraint, don't click on the Animate Path button, instead keyframe the Evaluation Time of the curve:

Give a different Offset value to each of the objects' Follow Path constraint so that they are at a different position on the curve, you can also keyframe this value:


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How can I add extra bone with have control when generated?
So I working this first project. and I using metarig. but I have tail behind her. so I wanna know how to add bone with still have control when re-generated? because when I try add bones and re-generated. the tail control didnt show up. also thanks for answer!

In Metarig open Edit mode and find Samples sub-tab in Rigify UI:

You can find information about samples here
Select sample splines.basic_tail and press Add sample button
Move the created bones in position like this:

You can subdivide bones if you want more bones.
Parent first bone in chain to spline bone using Ctrl+P ⇾ keep offset

Move your bones into the desired collection by pressing M. For example, I moved them into Torso
In Pose mode, select the first bone in the chain, and in the bone tab click on Z button in Rigify type tab:

If you want, you can move generated tweak bones into a separate collection. To do this, activate Assign Tweak Collection, and add one in the list.
Click regenerate and test added controls!


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Blender FBX Importer potentially ignoring (legacy) FBX mesh instances?
Blender 3.6. I do not know much about the technical side of the FBX format, so bear with me.
I am working with some legacy FBX files used internally in a videogame engine. These FBX files can contain information about objects that share the geometry data with a different object, but have their own unique transforms - instances in other words. In ASCII FBX they are defined as
GenericNode: "StaticMeshActor_2TFTD", "GenericNode" {
Version: 100
Properties60:  {
    Property: "instanceUVTranslate", "Vector3D", "",0.62548828125,-0.00390625,0
    Property: "instanceUVScale", "Vector3D", "",0.125,1,0
    Property: "instanceGeometry", "KString", "", "StaticMeshActor_3TFTD"
    Property: "instanceTransform", "matrix4x4", "",1,0,-1.22460635382238e-016,-546.0126953125,-0,1,-0,-10.015625,-1.22460635382238e-016
     ,-0,-1,310.858337402344,0,0,0,1
    Property: "renderStats", "KString", "", ",disableCastShadows,disableVisibleInFG,disableCastGI,disableVisibleInFG,disablePrimaryVisibility,disableVisibleInRefractions,disableVisibleInReflections,disableVisibleInFG,disableCastOcclusion"

}

In this case  GenericNode: "StaticMeshActor_2TFTD" is the name of the object, while Property: "instanceGeometry", ... "StaticMeshActor_3TFTD" is the name of the object the geometry of which is being used.
So, question number one is - is this a native FBX feature or is this a custom addition made by the game developers, based on the fact that these files were meant for internal use? From what I gather, as long as you use the proper FBX syntax you can define your own custom data properties inside the ASCII FBX and by extension its binary version and it will not affect the conversion process between the two. It being called a GenericNode might hint at that, I suppose.
The issue that I am facing currently is that both 3ds Max and Blender simply ignore these instanced objects - they do not load them at all, even as duplicate geometry, they simply skip them while loading everything else. This is true for both the native Blender FBX importer and the Better FBX importer addon which uses FBX SDK.
In case this is in fact part of the official FBX format:
Is this just a limitation of the current FBX importer and or an issue caused by the fact that this is an outdated way of defining instances? Is there a fix or a workaround available?
In any other case:
Is there an FBX importer for Blender which does not rely on FBX SDK and supports ASCII format? So that I could at least try and add the support for this potentially custom instancing.
I guess I might also just write a script which would copy the geometry data from the object they`re referencing into the instance object node, instead of trying to rewrite the importer.
Any help is appreciated.

This is the 3.6 Blender manual section for the FBX importer/exporter. It does say that the importer lacks a lot of the export functions. It looks as if there's a more comprehensive (commercial) importer/exporter addon here.

@JohnEason
I have tried the addon you linked before posting, the behaviour is identical - as in, it ignores these special instances, which leads me to believe that this is in fact a custom FBX addition unsupported by normal importers.

Worth a try. In that case you'll have to write your own importer if you can find the specifications. There are no Blender developers here so you're on your own I'm afraid.


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Issues while rigging
I encountered issues while animating a custom Unity model after adding new bones and a meta rig. The hands and fingers were deforming or remaining in place even when moved. Can someone help me understand why this is happening and how to fix it?"

Have you applied Scale, Rotation, and Location to the meta rig before you generated the rig?

Kindly attach your blend file here: https://blend-exchange.com/

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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How Can I Get index of a external mesh with Object info and Capture attribute - Geo Node
What I want to do:
I want to get some random number using Noise Texture node. And in my case I need to give the Noise Texture Node different input value to randomize the output. So I use a Bezier's index as an input value.
What I met:
I still get same output(I got some Ico Sphere with same size).
My question:

I guess I didn't using the Capture Attribute node properly. So how can I get Index of External Meshes?

Thank you for your patience.

I don't know why it doesn't work with object's info, but it works, if you convert it to mesh:

Splines should have indices (like everything else), you even point out the node that gives you the index of its control points (Spline Parameter). Did you mean to say they don't have vertices?

you are right, i changed my answer

thank you all! SO Kind of you.

please click on the checkmark left to the answer, which helped you. Thank you.

As is the case with your other question about the Capture Attribute node, you need to use its Geometry output for it to have any effect. To take an attribute from an object and use it on another, you can employ the Transfer Attribute node instead. That doesn't support curves, so you would need to convert it to mesh first, then you can do something, like what's shown in the video below. Though, to be honest, what kind of logical relationship you'd have with that info and the affected geometry (Ico Sphere) is not clear to me—since you would get similar results without it as long as you're randomizing the values via Noise Texture in the first place.

thank you, its a way to solve my problem.


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When I want to create gem but got mirror effect
I follow a tuto on Youtube about make a Gemstone, and the author have a material like:

And I Remake the material in my Blender then add it to my object, but I got a mirror effect in some faces:
I really do not know why.

1 difference that I see is that you changed IOR to 2 and he left it at 1.45, which may change reflections slightly... also are you using the same HDRI as the author of the tutorial? Because his gem is a mirror as well, but it has more edges, it is smooth, not sharp as yours and I can definitely see some studio lights or something on his gemstone (or maybe those are windows in dark room

I'm with @MikoCG here. Another thing is, he has a Density of 20 in the Principled Volume where you have 5. Even if the densities were the same, it also makes a difference if his gemstone is 1 m in size and yours is 100 m. Also is his absorption color less saturated than yours and a bit brighter (Value 0.8 where you have 0.7).

thank you @GordonBrinkmann. Your suggestions are really useful. So is it fact that a glass mat could create this mirror-like faces? I upload this question mainly because  this is paradox with my intuition.

thank you @MikoCG. Your suggestions are really useful. So is it fact that a glass mat could create this mirror-like faces? I upload this question mainly because this is paradox with my intuition.

@shibi Yes of course it's possible that a glass material can create mirror-like faces. Ask yourself: can glass (in real life) mirror something? Yes, it can. The lower the angle, the stronger the reflection.

@GordonBrinkmann Thanks Agian! I'll do more observation and paractice in Blender to see the unification among reality and virtual.

A lot of values are not the same, try copying the video exactly. Also because the shape is different, and the youtuber seems to have used a few modifiers. This may have an affect on the end look of the object.

cause the tuto didnot show the hdri and lights so I set those values by myself, I'll try more combinations of those properties, thank you again.


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Density field for volumes in geometry nodes
The "points to volume" etc in Geometry Nodes has a density input.  This value is a single value, rather than a field.
Is it even possible to store and use a regional density ?  I've tried everything I can think of.
-Ideally I'd like to set a color and density value and retrieve that later in the shader editor for the principled volume.
It's driving me nuts that I can only get a "flat" density and color volume from geometry nodes.

You can only use volume cube for that.  For the mesh detection you can use raycast for example:

THAT is a fascinating solution.  Thank you!

Great solution but why must it be that difficult and counter intuitive?  Seems like the volume density input should be able to handle fields for meshes consistently not just for volume cubes.

It is a completely different domains of information. It is like Vector graphics and raster graphics, seems to be designed to make one thing, but converting from one type to other is quite tricky

Okay I used a capture attribute set to vector connecting position node output to capture attribute input and then passed that vector attribute from capture attribute output to attribute statistic and sent min and max outputs to volume cube min and max inputs to have cube size adjust to mesh size


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(Geometry Nodes) Sample curve tangent with multiple splines
https://youtu.be/OXGD1KlSuZo
Aligning instances to a curve is great, UNTIL a second curve/spline is added. In which case it instantly goes to hell.  As much as I've searched, I can't seem to solve this (elementary) issue.
As it's fundamental to following input curves I know I must be doing something wrong? but I can't figure it out despite plentiful googling.  What am I missing here, or is it a bug ?

The problem with your setup is that the Sample Curve node's output is based on the complete curve, which means the Factor or Length are accumulated to the total length of all curves, if you have multiple curves in your geometry.
For example, let's say your geometry holds two curves: the first has a length of 4 meters, the second a length of 6 meters. This means for the Spline Parameter node:

The first curve has a length of 0 meters and a factor of 0 at its starting point and a length of 4 meters and a factor of 1 at its end point.
The second curve has 0 meters and factor 0 at the start and 6 meters and factor 1 at the end.

If you now use a Sample Curve node this accumulates all curves to treat them as one curve which results in the following values:

The overall curve has a length of 10 meters, with factor 0 at the start of the first curve and factor 1 at the end of the last curve.
The first curve now starts at 0 meters and factor 0, ends on 4 meters and factor 0.4.
The second curve starts at 4 meters with factor 0.4 and ends with 10 meters at factor 1.

This was just for explaining the problem. The solution is quite simple: instead of using the Sample Curve node you can use the Tangent node and plug it directly into the Align Euler to Vector node. What I only would recommend is to increase the Resolution Preview U value in the Curve Properties to get a smoother alignment. And maybe, sometimes if the curve is a little bit twisted, it helps setting Twist Method to Z-Up instead of the default Minimum. But this also depends on which axis you choose to align to etc.

Oh my goodness, THAT is the answer.
Apparently I don't have enough reputation here to upvote your answer, but you get massive appreciation.
Thank you so very much. :)

@RicoHolmes You're welcome, at first glance I didn't know what was wrong either until I remembered what the Sample Curve node does...

Phrased much better than I was about to .. :) I'm still trying to reverse-engineer this difference in behaviour between 2 methods of alignment

@RobinBetts Not sure if I understand what you mean with different methods of alignment... Align Euler to Vector is calculating the Euler rotation to align to a certain vector. Curve vertices are not rotated (apart from a tilt maybe). After converting with Curve to Points, the generated points are already rotated aligned to the curve, which is why you can use their Rotation directly to align instances. The original curve's tangent and normal get lost, but the Curve to Points node generates these vectors based on the points. These could also be used with Align Euler to Vector.

@Gordon ..zackerly. I would have thought the results should be the same? But the endpoints and penultimate points are rotated differently with the 2 methods.. some difference in interpolation...

@RobinBetts First of all, why exactly are you using 2 Align Euler to Vector nodes, one with the Tangent and one with Normal? And the second with Z as pivot? The latter tries to align the X of the object to the normal with restricting it to the local Z axis, which messes up the alignment. The other thing is, aligning twice to different vectors and axes cannot give the same result as using the rotation of the points, since they only have one rotation, which is (in the curve's direction) forward is +Z, to the right is +X and downwards is +Y, whereas the curve's tangent is aligned different.

@Gordon A fully-defined orientation requires 2  vector-determined  Euler rotations.  One  to align an axis, (here, Z) and once that axis is good, another to spin around it. This pair adopts the definition of XYZ used by to-points 'Rotation', and is, on the whole, near identical.. there just seems to be a difference in interpolation at the end-points. i.e I was just trying to figure out what  a point's 'rotation' is, if it isn't alignment to tangent and normal. It's no great shakes.

Let us continue this discussion in chat.


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Is it possible to create a key on a different frame?
Odd question perhaps: but is it possible while on -let's say, frame 25- to create a key with current location values NOT on frame 25, but on frame 50 ?
If a later frame has keyed location data for example, moving the playhead to frame 50 changes the location data before I can key the position it has at 25.
That must sound really odd, but I've recently transitioned from Maya and that facility is there in multiple ways. (middle mouse drag timeline, or even set key at x frame via menu etc).  I realise I can make a key at current frame, cut the keys, move to frame x and paste the keys, but that's not exactly fluid.

You can create a keyframe then move it in the timeline.

Thank you.  And yes that is an option (though still a little cumbersome when doing it repeatedly across thousands of frames).  I was rather hoping there was a numeric @Frame X  option I was missing

you can press G 50 after creating the keyframes to move selected ones 50 frames in time... so if it is relative time is not that difficult, be sure to keep mouse over animation editor... other trick is Shift+R to repeat, so you move 10 frames with G 10, press Shift+R to move 10 frames farther in time and so on

alambre, thank you.  That's a fantastic tip.  Not quite what I was looking for, but a great tip :)

if you press i you can add a keyframe on current frame, so just move the slider or type in the frame you want and press i and click on location


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My Cell Fracture fragments freak out when I apply Rigid Body
I'm trying to follow a youtube blender tutorial for a head explosion that was made in blender 2.9 I believe (i'm working in 4.0). When I cell fracture the front part of my skull model all is fine, until i apply the Rigid Body physics to all the segments - the segments all rotate in multiple directions and then go invisible on certain frames before coming back again. Blend file included - any help would be much appreciated!
.blend https://we.tl/t-T9DPW6sVF8

Have you made sure that the origin point for each object is in the middle of your geometry? That can cause weird things to happen when using rigid body physics. You can try selecting all your fragments, right-clicking, clicking on Set Origin, and finally clicking on Origin to Geometry

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.

Select all the pieces, right click > Set Origin > Origin to Geometry, and CtrlA > (Apply) Rotation and Scale, select one of the pieces, give it a Rigid Body simulation, Collisions > Shape > Mesh, and Sensitivity > Margin > 0, select all the other ones, make sure that the one that has the simulation is the active one, and go into the Object menu (top bar) > Rigid Body > Copy from Active. If you are glad with the result, go into the Scene panel > Rigid Body World > Cache, choose the simulation End frame and click on Bake:

Thank you so much! I'll try this is as soon as I get back from work!

Aghhh! I'm still getting the same issue - I know if it's something to do with the original mesh's state in edit mode? I had issues trying to move and rotate the front portion of the skull and realised it might be because I accidentally did something to it in edit mode? Should I also be doing this on frame 0? Thanks for the help! I'm quite new to blender!

Please share the latest version of your file


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Render is really bright but it's fine in viewport
New to blender, I've followed a mishmash of tutorials so I'm really struggling
I was playing with some settings (added some lights, and tried to change vbr) and managed to mess up my render AND save over it, so I can't revert.
Anyone got any ideas of what to try?

your viewport is in shader view (which has own lights except you changed that what i don't believe) and your render is then different. So to see the result which looks "more like" render choose viewport shading -> rendered

Anyone got any ideas of what to try?

If your lights are too bright, the thing to try is obviously lowering the intensity of your lights. It's really that simple. That would be the Power property of your light object in this case:

Keep in mind you may have different light sources in your scene as well like world lighting. You can access it in the World tab in the Properties Editor or in the Shader Editor, World mode:

As for differences in render and viewport I have no idea where this expectation of them matching comes from. It's not the first time I see it, but you really should not have such an expectation. There would be no need for rendering, if everything could be shown in the viewport the way it is supposed to look. Rendering will usually calculate a lot of aspects of the image in more precision and it must look different from the viewport you use to work with your scene faster( you could use rendered view in the viewport as well, but that might make things slower, less stable and less convenient to work with). It is perfectly normal that you need to test things out with test renders and adjust your results. This is very common in pretty much any CG workflow involving rendering. You test it and adjust as needed. This should be expected. Viewport is just a representation of your scene similar to what you will get when rendering.


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How to get this type of fur without using hair system
I have to recreate this chair for a project school, and I don't know how to do fluff pillow without using hair system, does anyone have a clue?


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Is there a way to snap Bézier curve handles to axes or angles?
I want to have Bézier curve handles align at 0 or 90 degrees which is the same as aligning them to the X or Z axes in my case. Is there a way to do this in Blender?

select just the handles -> s y 0 -> align to x axis -> if there are multiple points selected, don't forget to set individual origins. use s x 0 to align to y axis.


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When I duplicate the shape in edit mode, it projects all faces onto the other face. How do i turn this off? I wan't it to look like the other one

When I duplicate the shape in edit mode, it projects all faces onto the other face. How do i turn this off? I wan't it to look like the other one.

Turn off the Snap option???????

I want it to snap :)

My snap settings were on "face project" instead of "face", changing that fixed the problem for me.


text:
Why do I get these ugly breaks in my model? In the tutorial I'm following the edges do look smooth

I'm experiencing these breaks in my model. I have a bevel modifier on it and when I turn the edges down the problem gets less noticeable but does not disappear.

Hello could you please only share the piece with the bad shading? https://blend-exchange.com/

I found a fix for it. I had to turn off "clamp overlay"

You mean Clamp Overlap? But if you disable it it will generate bad topology, the faces of your bevel will intersect


text:
Count "neighbouring points" in Geometry nodes
"Sample Nearest" or "Index of Nearest" gives us a single point of data, but I'm scratching my head on how to count multiple neighbouring points in a given range.   Essentially I want to add a dynamic "pointDensity" named attribute to each point given its proximity to others using a map range.  Basically a heat map of proximity.
I'm absolutely stumped, yet I suspect I'm missing something simple.  Any ideas?

You could use this: https://blender.stackexchange.com/a/293797/60486 then count edges…

Do you mean connected points?

You can use this solution to connect the points with edges and then count the edges:
Selectively join points using geometry nodes
In Blender 4.0 onward you can use a repeat zone like so:

Instead of using a threshold you could just sum up the distances…


text:
Is there any method to manage overcrowding modifiers in a single object?
I am applying laplacian deform with lots of hooks on a single object, it is nice to have a folder to organize them. But seems like blender is not prividing such feature. Is there any work around?

It's one of the design limitations of the modifier stack in Blender. I've never used it but you might want to explore modifier panel overhaul addons like the Modifier List add-on

Using Geometry nodes seems like a perfect solution for this. You can organise nodes nicely with frames and labels as well as create groups. You can make it very visual and intuitive and you have the whole node editor dedicated for them. I don't think any add-on will beat this in the properties editor in terms of possibilities for organising stuff. Hook modifier functionality should be easy to replicate.

Could you please provide more information, for example where should I start with, what geometry node should I use?

It's hard to advice without knowing full context of your workflow. You could ask a new question specifically about using Geometry Nodes for your specific situation and provide more details and all the context about your goals and what you need. There are some really advanced Geometry Nodes experts here on BSE providing amazing answers about using them. There might be some amount of learning involved, but this is a very useful tool in general and it's worth learning anyway.


text:
edit_bones not defined
import bpy

print("_____________________")

list_obj = []
for obj in bpy.data.objects:
    for vg in obj.vertex_groups:
        list_obj.append(vg.name)

set_obj = set(list_obj)

armature = bpy.data.armatures["Armature"]

for bone in armature.bones:
    print(bone.name)

for bone in armature.edit_bones:
    print(bone.name)
    if bone.name not in set_obj:
        print(bone.name)
        edit_bones.remove(bone)

This code gives

NameError: name 'edit_bones' is not defined

How can this happen?

last line edit_bones change to armature.edit_bones

I would strongly advise against doing that. You'll be removing items from a list while iterating over it, which is a big no-no in programming. You need to create a copy of armature.edit_bones before iterating over it (usually adding [:] does the trick)


text:
In particle edit of hair, how to move hair root without getting away from the mesh
After unchecking the preserve of root position, I can move the particle root vertex with g, how ever it easily get off from the surface and may be inside or outside. How can I move the root but let it remain at the surface?

hello could you please show a screenshot?

Snapping to faces works for the hair strands. But it looks like you can't limit the snapping to the root.  As a result, the hair shrinkwraps to the mesh and you have to comb it again.


text:
Model appears incorrectly when I turn the view
When the view is right in front, it looks fine:

But when looking at from the side, it becomes abnormal:

Could you share your file on  https://blend-exchange.com/  ? This could be a number of things,

Set different Blend Mode in the material properties:


text:
why are my newly added faces shaded

I am editing a model, however the faces that I added with F are shaded. Other faces are just plain color.

maybe recalculate the normals (Shift N), or maybe some inner faces or overlapping vertices?

@moonboots Its u again! Thank you. I got it done by select all (a key) then shift N

It's due to inverted normals, select all in Edit mode and press ShiftN.


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How to paint weight mirrorly in 3.0?

In this setting, nothing special happens after painting.

In this setting, weight is painted symmeticaly but on a same bone.

In this setting, weight is painted on symmetic bone concurrently, but on same place of mesh.

it should work, could you please share the object that you try to paint? https://pasteall.org/blend/

I uploaded it onto OneDrive: https://1drv.ms/u/s!AkUvAiWJaUWkiNUbLN3JuZinMKxcYA?e=oTr6MC @moonboots

Your mesh is probably not symmetrical anymore. If I symmetrize it again (select all in Edit mode then header menu > Mesh > Symmetrize) then weight paint, it works fine:


text:
Particle size + baking in dynamic paint
So, I was trying to replicate this tutorial: https://youtu.be/9AV_ikY_Gss
As usual I never seem to be able to replicate what is being done. In this case I have 2 problems.
Problem 1: Particle size: At 13:32 in the video, he presses the play button and gets tiny particles generated around the text. When I do the same thing with the same settings, mine look like giant soap bubbles wrapping around the text rather than tiny particles.
Problem 2: After setting up my brush and my canvas, I try to bake but nothing happens. At 15:16 in the video, he bakes his dynamic paint setup and the text becomes blue as it happens. Nothing happens for me.
I have searched high and low for solutions to these problems but cannot find anything that matches what the author of the video produces.
Any ideas are welcome, thanks.
Blender file link: https://www.dropbox.com/s/gkv5iku35tat7ei/Sporcul_Burn_03.blend?dl=0

The tutorial uses Blender 2.79. A few things may have changed and there are some old known bugs in Blender 2.8+ regarding particles and Dynamic Paint.  Problem 1: the halos that you see in the viewport are just for visualization. It's just used in the viewport, not for render. Don't worry about the size. This is the default size in Blender 2.8 and higher. On the Particle Properties tab you can change the Viewport Display > Size to make them smaller or even look different.

Problem 2: You need to create the vertex colors for the Dynamic Paint (DP). Unfortunately, the output section is collapsed by default & you don't see the error (red field) => https://blender.stackexchange.com/questions/157056/dynamic-paint-does-not-work-on-canvas-in-paint-mode. But even if you do this it won't work in Blender 3.0. Don't know why. It seems that a DP brush (particles) + a DP canvas on the same object don't work for some reason (bug?). Workaround: duplicate the text object and use one as Canvas (remove particles+brush) & the other as Brush (with particles, remove canvas)

On the Particle Settings tab, in the section Render and Viewport Display you can hide the emitter object (the text) so it's not rendered twice. Or disable it in the outline (camera icon).

Dear Blunder, thank you for taking the time to look at my problems and helping me out, it is very much appreciated.  All your answers make sense to me. Given that I am a beginner user I do not know the history of Blender including the known issues so your comments are so helpful. I am using the last stable version of Blender which is 2.93.8 . Regarding the DP problem I guess I could revert back to 2.79 to do the project or try to use your suggestion of a duplicate object. Finally I found the "Show Emitter" tick marks where you told me to look. Thanks again so much, you rock!

Hi. I would stick with the latest stable Blender version (right now 3.0 but 3.1 will be released soon). The 2.93.8 LTS version is the long-term support version of the 2.9 build. It gets bugfixes for 2 years but no new features/changes. 3.0 has Geometry Nodes Fields (GN 3.0) which is a complete revamp of the 2.9 GN. Blender 2.8 also was a huge update. Most of the old tutorials work in 2.8+. The main change was the GUI/appearance and shader nodes. The problem you encountered is a "feature" that is no longer supported in 2.8. Text duplication works fine (see answer below). Hope this helps :-)

The tutorial uses Blender 2.79. With Blender 2.8 came a big update and some things may have changed or might no longer work as they did. There are still a few old known bugs in Blender 2.8 regarding particles and Dynamic Paint (such as update problems).
Let's start with the real problem first.
Problem 2 "Particles don't paint Dynamic Paint" - no longer supported in 2.8+
In your project, the text object is used as Canvas and Brush at the same time. This is no longer supported in Blender 2.8 and higher. See bug report T64149 -Regression in dynamic paint, blender 2.8: cannot make an object act as canvas and a brush simultaneously. Quote:

We do not support this in 2.8.
Having the object be both a canvas and a brush at the same time could lead to very bad dependency cycles. So not we made it so that an object can only be either or (as implied by the GUI in 2.79 and 2.8).

If you try this in Blender 2.8 then Dynamic Paint is just disabled and you only see the manually painted vertex paint (white by default).
Workaround

create a linked duplicate (Alt+D in Object mode) of the Text object. Then both objects share the same mesh data so you don't have to worry they could be different.
make one object a Canvas and remove the Brush in the Dynamic Paint settings. Also, remove the Particle System from it.
make the other one a Brush, remove the Canvas and keep the particles.
on the Particle Settings tab, in the section Render and Viewport Display hide the emitter object (the Text (Brush) object) by unchecking [_] Show Emitter so it's not rendered twice (see 2nd screenshot below). Otherwise, you get shading issues and it covers & hides the canvas → big confusion!
for the Text (Canvas) object you need to create the vertex groups dp_paintmap and dp_wetmap for the Dynamic Paint: See Dynamic paint does not work on canvas in paint mode for details. By default, the section is collapsed and you don't see the red field that indicates the missing vertex groups (error).

If you want to see the Dynamic Paint for a burn effect or just to check if it's working you can use the Vertex Color node in the Shader Editor:

Problem 1 "Different Halo Size" - not a problem
Don't worry about the Halo size. The halos that you see in the viewport are just for visualization. This appearance is just used in the viewport, not for render. Halos are probably a leftover and not even rendered in Blender 2.8+.
You can change the appearance of the particles in the settings for the rendered image and for the Viewport Display individually.
If you want to have smaller or bigger halos in the viewport just change the Particle Properties > Viewport Display > Size value.
If you want to render the particles, set Particle Properties > Render > Render As to Object and choose an object.

Hello, I have updated to 3.0.1. I have redone the project from scratch using your instructions. I could be missing something obvious since I am a beginner, I think that I am getting close but I get no joy getting the burn effect that you get when I play the animation. All the information you provided was super useful, I have learned a lot, but I think I just need one last effort to get over the hump. Your image of the logo getting burnt looks awesome. Any chance you could have a look (if I may)? https://www.dropbox.com/s/3zawarl74fj8kyc/Sporcul_Burn_Blunder01.blend?dl=0

Hi. Great work :-) The burn effect (Dynamic Paint) doesn't show right now for 2 reasons: 1) You have moved the canvas away and the particles no longer can touch it - 2) You baked the simulated while it was moved. As a result, nothing happens when you press the playback button. Baking means the result is saved in memory or disk and used until it gets deleted. To fix the replay, select the Text (Canvas) object and press ALT+G to reset its position. On the Physics tab, go to Dyn. Paint > Cache and press the Delete Bake button. The replay will show now the live-data again.

When it works again you can press Bake to save the simulation data. Now you can move the text around (or whatever you want, scale it, rotate it, turn off the particles) and the burn effect will still be visible. If you want to change the sim you need to delete the bake and re-bake again. For the fire & smoke simulation (Mantaflow sim) the bake is required to see the result. (I read that's a workaround because of a bug. The replay only works the very first time. Just a bit annoying). Other physics sims (like cloth) usually work live. But baking can prevent calc errors & get a better result.

OMG, it works! This is such a rewarding feeling :-) . I have no idea why/how I moved my canvas away but I now get everything working as it should. I will go on to the rest of the tutorial and see if I can achieve the desired result. It looks like the DP was a bit of a tricky one for a beginner like myself to start with but I got it to work with your help and learnt so much along the way. This is great, so cool! Thanks so much again. https://www.dropbox.com/s/dwg7nqqznkm1bld/BurnEffect_01.JPG?dl=0

As a follow-up, this is the final result: https://www.dropbox.com/s/cx8ko55xgxrrtur/Sporcul_Red_24fps_Sound05.m2ts?dl=0 . I have learnt a lot in the space of a few days, including on the topic of rendering as I had to solve a couple of issues along the way. One thing I noticed is that when I re-run the rendering, the first letter seems to have some blemishes that it did not have before even though I did not change anything. Weird but no bid deal since I had saved what I wanted already. Working on adding the sound was fun as well. Amazing what a beginner can do in Blender! Many thanks again.

You're welcome and I am glad that it worked. Fantastic job! There is even sound :-)


text:
About shape key and driver. I do not want to change the shape of the belt
My belt deforms a lot to fit the animation and I want to prevent that.
I have created a shape key.
I would like to control this shape key with a driver.
I don't know how to set it up.
Please let me know.


text:
Render viewport image different from final render image
New to Blender. But I plan on making a scientific journal cover. I tried to create a test image following videos of YouTube but I keep getting a final rendered image that is very different from the active viewport image.
Also, the rendered image is missing a part on the bottom left corner and I do not know why.
Please could anyone suggest tips on correcting this?

The Outliner is mostly obscured by your render window, but I see a couple of objects in your scene that are hidden in viewport, but not in render (the eye icon is closed but the camera is not crossed out). I am guessing that one of these is the bedpost looking thing in the bottom right of the render, and the other is a light source or a large gray thing that is reflecting in the mirror background. Unhide these objects and see if the viewport and render now match. If they do, hide them in viewport AND render (by clicking the camera icon or just deleting both objects), and try rendering again.

I deleted the objects and it worked!


text:
What are these strange rainbow artifacts along the edges and how do I get rid of them?
I'm a total beginner to blender and am trying to create a character model. All I have added is a background and a sphere, but there are these rainbow-colored pixels along the edges of the background and the sphere. This seems like a bug. How can I get rid of these?

Check that your machine's graphics drivers are up to date and compatible with Blender 4.2.

That worked, thank you!

Good! Always the first 'port of call' when you see odd artifacts!


text:
Uvs bending and stretching

I tried to uv unwrap a glass's outer wall with a rectangular image but at the seam the texture is bending or drooping. Is there any way of fixing it


text:
Trying to create video by importing KML and following sequence of images, KML is not starting at beginning tracking point and does not follow images
Trying to create video using KML following a sequence of images but KML is way bigger than images and does not follow same route. Using GES to generate Images and JSON files.


text:
weird strips while trying to put material on a bottle
I am trying to put a plastic material on a simple bottle, but for some reason it gets these weird strips going. Its a very simple model, contains a mesh inside that is supposed to be liquid. Its the same plastic material that the yellow bottle has, but yellow bottle doesnt have the stips... I tried moving the bottle to another place in the scene to check that maybe the lighting is the problem, didnt help. I tried removing the 'liquid' inside and still got the same strips. So apparently something is wrong with the bottle, but its a very simple model so I have no idea what could have gone wrong, Please,help

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

At first I would say duplicate geometry or inverted face normals. But hard to tell from the screenshot, so I agree with @Jakemoyo that it probably be good to upload the file.


text:
why is my rigid body (buildings) moving so randomly?
As you can see from the gif, the buildings when they break, instead of crumbling they seem to flail around. Does anyone know how to fix this?

maybe a problem of Sensitivity > Collision Margin, or apply the scale?

pls provide blend file (maybe by dropbox because blend-exchange seems to have problems rn)


text:
Vertices not moving at all

My vertices refuse to move, but it lets me select it. No clue whats wrong, any advice?

If you look at the bottom status bar you'll see that the animation player is running. Press SPACE to stop it.

Thank you, this solved it!

I leave the marker on the timeline just visible at the bottom of the screen which makes it easy to spot if you've hit SPACE by mistake!


text:
Editor not selecting both sides of cylinder

I selected it from the side using B, but when I ctrl + R it does not go to do the other side.

It looks like those faces aren't connected, or there's an ngon in between so loop cut doesn't know how to proceed.

You might have to hide the reference and send a couple more angles.


text:
Passive Rigid Body Abnormal hitbox
Okay, basically I tried to make a shattering block fall but everytime I run it, theres always a gap:

Ive never had this happen, any ideas?
FILE: https://www.mediafire.com/file/m8lcjdjd65natdl/brickanim.blend/file

Apply the scale of your floor, delete the bake and bake again.


text:
Reference Image is pink
I am trying to model an object, however when I import a jpg file it shows up as pink.

How are you trying to import it? - Drag and drop or Add > Image > Reference menu?

@JohnEason Ive tried importing it via Add > Image > Reference and also tried to drag it straight from the folder into blender.

Does the file open ok in an external image editor? If so it should load into Blender without problem.

@JohnEason is there a different way you do it? if so let me know please. I opened it in another image editor and it showed up fine.

Nope. Those are the only two ways I know of importing reference images. I always use the Add > Image > Reference route myself and have never had a problem.

@JohnEason I exported it as a png. it fixed the problem, thank you for the tip with the image editor!

Glad to hear you've sorted it. Must have been an odd format JPG file that Blender couldn't display.


text:
how to temporarily disable a parent bones influence
I have a sword in a characters hands, I want them to put it down and move, however the sword's bone is parented to a sheath's bone that is parented to the characters torso bone.
How can I individually move the sword without it's parent bones affecting it?

I want the sword to stay perfectly still in the ground.

You could separate the bone so it's no longer parented to the parent bone and then add a couple of constraints to copy the location and rotation of the original parent

This way it behaves the same as if it was parented but you can turn the constrains on/off

Or you could use a single Child Of constraint which makes it behave exactly like it was parented and then change the Influence value...

@GordonBrinkmann: yeah, but why take a simple way if there is a much more complicated one...!? :D


text:
animated passive rigid body not behaving correctly
Deleting bakes did not help me.

Blender file: https://www.mediafire.com/file/y82wqv1mwc963gn/movingrigid.blend/file

You need to enable the Animated option of the passive object:


text:
Weird bug animating with blender
I was trying to make a simulation with some spheres but every time I play the animation, it snaps to a single point.

Any idea why this is happening?
https://www.mediafire.com/file/ec5hq5ecwnsbqmw/drgrdggrd.blend/file

The issue is they all have the same location (even if you see them on different location)by selecting an object, pressing N to access the item pannel you can see his location is not 0, 0, 0, it can cause some issue.
you can simply hit F3 to access the quick search and look for apply -> all transform
they will stay to the same location while having a location set to 0,0,0 and it will solve your issue.
The issue should come from the blender 3.0.1 version,
It worked fine on the 3.0.3

The issue still stands, now they all have the same orgin at a specific point and whenever I change their orgin to geometry it just does the bug again


text:
Camera FOV is messed up

How DO i make it go back to normal, I entered the POV of a camera and when I exited out of the camera it left me stuck like this.

I guess the answer given here is the solution to your problem, but "stuck like this" is not really an expressive description of what is not "normal" here. What I see is a normal ortographic view of the 3D viewport. Some people always work like this. I suspect you want to go back to the perspective view - but the question doesn't really reflect this. And the title is misleading too, since you are out of camera view. Anyway, if you want the perspective view, click the button as shown in the answer below or use the shortcut: Numpad 5.

Here, click this.
You probably just misclicked. Also, since you asked a question like this, I'll assume that you are new to Blener, like me. I strongly recommand you to this official tutorial. Tho it is based on 2.8, it helps me a lot, and your problem is mentioned at 2:50 in the second video of this series.


text:
How to change movement axis?

I need help, how do I make it move the same way its rotated? The arrows are the same orientation as always, I need to make it accustomed to the orientation of the object itself.

I use 'gx' for instance to grab on the x axis or gZ to grab on x and y.  I often use gxx or gyy to grab along the normal.

In the Tranform Orientations panel, choose Local instead of Global (shortcut ","):

Also you can simply press G and double X, Y or Z if you want to move the object along its own axis.

change that to local. That defines the axis. As long as you don't apply rotation you will always be able to move it the way you'd expect.


text:
How do I pin a channel in the dope sheet
When I try to animate, It gets annoying when I have to constantly switch back between bones just to see the channels. Ive heard of "pinning" channels but I do not see anything to pin it.
I want to make the channels stay there so I can edit other bones while seeing the other channels.

Make these show at the same time

There are two ways to achieve this:
one is to select a bone, pin it on the dopesheet window, then select the other.

Another way is to open two different dopesheet windows, one limited filtering by name, the other limited filtering by selection (as default).

Disable the Only Show Selected option:

A bit of a workaround but also works (I'm using Blender 4.1):
Select the opjects you want to pin then switch from the Dope Sheet window to the Graph Editor with Ctrl-Tab and pin them there. Then Ctrl-Tab back to the Dope Sheet. There are also more options to pin there like pinning everything for an object. (including for instance ChildOf object constraints)
Small gotcha: you need to go back to the Graph editor to un-pin them ;)


text:
Excluding an image plane from interacting with light
I want to do a pretty simple animation. A fixed camera, an object, a sun which revolves around the object with a circular path and an image plane behind the object acting as a background/environment. But the sun makes shadows on the plane as well. Is there an option to exclude the image plane from the physics of the light source? I'm very new to blender and I'm sure this is a very straightforward thing to do.
Thank you!

For your plane material, you could use an Emission shader instead of a Diffuse or Principled BSDF, this way it won't receive any shadow

If I understand you correctly, you want the background plane to be unshaded. You could use a material that does not use a shader node, by creating a new material, removing the Principled BSDF node, then connecting a node like RGB or a texture node to the Surface output. Note, this would make it so that it would not interact with any light source. If you want it to interact with a light source, you would have to use Layers (Top Right) and then merge them together using the compositor and nodes. You can choose which things interact in layers using collections, by disabling what you don't want to affect the objects in your scene. Good luck!

Use an emission shader for your image and a transparent/mix shader to make it transparent

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


text:
Compositing results in a black screen, even if output is hooked up
I've got a render which displays as intended when I turn compositing off, but shows a black screen when compositing is turned on in my render settings. I've attached a screenshot of the graph. I think everything is set up right, as the image I'm viewing is the same image being passed into the compositor. I could be wrong. Any help is appreciated :)

And the rendered image file is indeed black not transparent?

@ZargulTheWizard yeah when I check the composition option in the post processing settings the rendered video is black. I tried rendering with images as well and they’re also black. When composition is unchecked everything works fine. Just for reference I’ve got sequencing unchecked as well in post processing.


text:
Multiple cubes as just one object?
I'm new to Blender, and am following this tutorial on how to create a nighttime cityscape:
https://www.youtube.com/watch?v=ygGQaQld3mc&t=140s
At around 02:20, he is able to duplicate a lot of cubes but keep them all as part of one object. I was wondering how you would go about duplicating an object but still keep everything as what would appear to be one cube object. I've tried every hotkey I can find to do with duplicating, but all of them seem to create a brand new object, which isn't what I want. I'm currently running Blender 2.82, so maybe it's an outdated thing? I appreciate any help :)

What you're trying to accomplish is achieved in Edit Mode. You can enter the dropdown menu in the menus section of your header, or press Tab. Enter Edit Mode, select all the vertices of the cube, then use Shift-D to duplicate.

Ian Hubert's tutorials are for intermediate users. He operates under the assumption that you are already familiar with the basics of Blender. I recommend following a beginner-friendly tutorial series, then continuing where you left off.

Thanks! Really big help :)

There is also the CTRL+J shortcut for joining separate objects into 1 singular mesh. Handy for if you wish to stay out of edit-mode and only stay in object-mode.

This is because he is in Edit Mode and he is duplicating geometry (groups of faces, edges, vertices) instead of duplicating an object which represents the geometry plus a set of additional information like local coordinate system, modifiers applied etc.
The IanHubert duplicated geometry, while you duplicated an object. Open both links to see the difference.

This tool simply duplicates the selected elements, without creating any connections with the rest of the mesh (unlike extrude, for example), and places the duplicate at the location of the original.

vs

This will create a visually-identical copy of the selected object(s)[...] This copy is a new object, which shares some data-blocks with the original object (by default, all the materials, textures, and F-curves), but which has copied others, like the mesh, for example


text:
How to install a Blender Plugin?
Trying to install the CATS plugin (https://github.com/GiveMeAllYourCats/cats-blender-plugin)
I extracted it and it was a bunch of confusing files, no .exe files in sight. I downloaded this as a zip. What do I do?

I think you do not need to unzip the archive. Go to Edit > Blender Preferences, then choose Add-ons section from the sections on the left side and press "Install an add-on" button on top, browse for your zip file, choose the file and press "Install Add-on" button on the bottom next to Cancel button, after add-on is installed you need to enable it.

Edit->Preferences.  Select Add-ons.  Top right of the preferences window press "Install" and navigate to and select the zip file.  This will install it but you have to select the tick box on the left of new installed entry to enable it.


text:
Rotation inverts when changed through edit box

when using the rotation tool if i change the angle using the edit box the rotation inverts
this started happening yesterday so is it some option to invert?

Hmmmm.... I tried this as well in 2.92, it smells like s bug. The rotation widget works in "relative" degrees, but when changing it in the mod panel is doing weird stuff! Maybe you should report it as a bug.

Hello :). This is an annoying bug in 2.92.


text:
Is it possible to change the axes/part that the vortex forcefield is attracting?
INITIAL SITUATION:
So I have a flock of "Birds" that are generated through a Boid Particle System,
at one point in my animation a vertex force field gets activated and the Particles get drawn to it.
My goal is to have it look like the flock of "Birds" is circling around one spot for a specific amount of time.
PROBLEM:
The Vortex Forcefield attracts the Particles at the bottom side of my model, so my "birds" look like they are flying sideways which I don't want.
QUESTION:
Is there a way to change which side of the model is attracted by the Forcefield, or is there a workaround for my problem?
Thanks in advance for your answers and best regards

Well, there is 2 ways to do this.
In the particle settings, go to rotation and uncheck dynamic. This means they all point in one direction.
But I doubt this will give you what you want, its just a quick fix.
The way I find works best is to just take your instance object, enter edit mode, and mess with the rotation and location until you find something that is decent. Rotation works better than location. For it to work, you have to be in edit mode when editing transforms.

Sadly Boids Particle System doesn't have the rotations setting,
with the other way my "birds" are flying wrong when the forcefield isn't active.
But if nothing else works I will probably have to settle with something in between, that kind of works for both states.
Just wished I could tell the forcefield, which side to attract, don't see the point why it isn't possible -.-
Thanks for your reply though !

No, the rotation settings isn't ini the boid menu, its in the particle settings.

You need to click on the object that holds the bird particles, go into the particle, go into rotation, and turn off dynamic

Well I'm in the particle settings and I know what you mean, but this option is only available if you have not used Boids as the physics type of the particle system, which I most unfortunately did.

Oh, does the other operation of editing rotation the instance shape work?

Yes it worked and in the end I settled with that option, as the with the free moving boids the wrong position wasn't that obvious.


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Import video as round plane
new here so hope someone can help and new to Blender also. I am trying to import video to play on a circular plane instead of square, what is the best way to make plane circular?

do you mean that the video will be deformed or it's just that the screen will be circular? in the second case just create a circle and give it an Image Texture with your video uploaded?

Just circular, I will try that thanks

delete your plane.
Shift A -> Mesh -> Circle -> Tab (edit mode) -> F -> Circular plane

Here you go:
1.Press Shift + A > Mesh > Circle

From the little menu that appears on the bottom left, set the fill mode to n-gon
Go to shading tab
Create a new material
Set the material to glossy bsdf and set the roughness to 0 and white colour
create a camera
Press numpad 7 to go to top view.
Press F3 and select align camera to view
Set renderer to cycles
Press Shift + A > Images > Images as planes
In the menu that opens, select the video file and set the material to emit.
Move the plane above the camera
Go to camera view.
Scale the image you added up so that it is reflected on the circle
Press Play.
For step-by-step instruction watch the video(I swear it's not a  rick roll).

Video - https://drive.google.com/file/d/1fiMW-o_DmIcP5S6v5aJCGn13ux5Z1xH8/view?usp=sharing

it looks like you rickrolled us, lol  ;)


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Wrinkled geometry
My geometry has this "wrinkle" at the corner when I apply the subdivision surface modifier.
Can anyone help why this happens, please?
Thank you.

Try making the edge loops flow around the shape.
Somethig like this. I think it'll work better when you subdivide.

Thank you, I will definitely try this.


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edges are still sharp after subdivision surface modifier
Can somebody help me with this problem: why are the highlighted edges still so sharp after the subdivision surface modifier?
Thank you.

This is the mesh before the subdivision surface:    https://s4.uupload.ir/files/mesh_-q_oqou.jpg

Well, the first things I'd try is to check for dupes and recalculate normals outside. Although you may have already done this. You are correct, Subdiv Surface interpolates between face angles, so the edge shouldn't be sharp like that (on its own).

Before applying subdivision, try pressing A, M, B in edit mode, to remove doubles (and possibly holding edges there).

@ChristopherBennett you are right, there was a problem with the flipped normals. Thank you!

@MarkusvonBroady Thank you.


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uvw map weird orientation
I am quite new to unwrapping in blender.
Just wondering why these faces are pointed towards me in the UV editing, instead of lying flat?:))))
What should I do to fix this?
Thank you!
P.S. I know there is a rotate tool in the Uv editing interface, but it does not seem to help me, since it doesn't work 3-dimensionally (or at least, I couldn't get it to.)

Difficult to tell without the blend file, but it looks as if you may be missing a seam round the right-hand end of the selected part. Upload your file here and follow the instructions on that page so that we can see what's going on.

This is the link, thank you!   @JohnEason

99% sure you didn't make a cut along the cylinder, that's why it's unwrapped circularly and stretched a lot - take the core of the toilet paper roll and try to flatten it without cutting/ripping into a ring - you can't. But with a single cut you can (and easily).

With just that part of the mesh selected (as it is in your image), unwrap with 'u' and you'll see that it unwraps fine without any further action needed. In fact you've got two edges marked along the length. You can unmark one of them before unwrapping to tidy things up.

And I've just noticed that you don't have a seam down the length of the larger diameter cylinder. If you add one to that you can select All and unwrap the lot at once.

@JohnEason  Thank you very much, everything looks fine now.

@MarkusvonBroady  Thank you.


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why is my curve bevel non-uniform?
As you can see, using the bevel option on my curve results in this irregular shape, what am I missing, please?
Thank you.

have you applied the scale in Object mode?

Perhaps the vertex radius is causing it? https://blender.stackexchange.com/q/250716/78972

Thank you.  Fun fact: I had hit ctrl+A and then "all transforms", and blender responded with "Rotation and Location can't apply to a 2d curve" and I thought "Ah well, it must have applied the other transforms, like object scale." But actually, it had not! So I had to apply scale (and only scale) one more time, and it seems a lot better! @moonboots

@JachymMichal Thanks. Not the cause of this problem, actually, but I was about to post another question on vertex radius, and you saved me that.


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Why can't I move the control points in all 3 dimentions?
The movement of the control points on my bezier curve is restricted to X and Z, while I want them to move in the Y-axis too. Why is this so? Thank you.
P.S. This was never an issue with other bezier curves I have worked on.

Maybe you accidentally chose "2D" instead of "3D" ? (in the Shape tab of the curve)

Thank you! yes, silly of me :)  @thibsert


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Poor Graphic Display- Why?
Well I 've been using the same hardware along with the same version of blender before, and never had this issue: The surfaces seem jagged/ semi-transparent. (Please see the picture below.)

The only change is that a new version of windows is installed, and I believe the graphic driver is updated, but somehow the graphic card doesn't seem to be in cooperation with the software. How can I solve this? (I even had 3ds Max tested on this system, and it seemed fine.)
(VGA: Nvidia Gforce GT430, driver version: 388.13/ Blender version: 2.93)
Thank you!

Hmm... Just curious how I didn't have any problems with the very same model before changing my windows. There was no problem regarding the graphics then. and of course I had the same VGA installed.

Blender's requirements suggest as a minimum 2 GB of VRAM.  Your graphics card has only half a gigabyte, so you aren't meeting the minimum requirements for running Blender. I don't know if that's your only problem here, but you will experience unwanted behavior using hardware below the minimum recommendations.


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"Follow Active Quads" Behavior: is it correct or not?
Please kindly view the screenshot below: The left side of the object with a green line around it is what I intend to unwrap.

The orange shape labeled as "1" is the final UV form I want to achieve, simply because if you unwrap that piece, this is the shape you will get. So, I adjusted a single polygon to the axes X and Y, selected the polygons I needed to straighten (you can see them highlighted) and chose "follow active quads".
However, the whole piece is adjusted to align with the main axes in the form of a true rectangle, which I did not intend (shape 2). The final result is also too long, comparing to the rest of the model I had unwrapped:

I am curious if this is the correct way for the "follow active quad" to respond, and if it is, How am I supposed to get the orange shape?
Thank you.

Hi :). In my wxperience 'follow active quads' gives you a (distorted) rectangle grid. You'll have to manually scale it to correct proportions ;)

Follow Active Quads is used to get a grid of 4-sided faces that are following the active quad. So let say your active quad is distorted initially:

After Follow Active Quads you will get a picture like this:

As you see, Follow Active Quads gets initial quad and adds all faces around based on shape of active one, no matter what real size and shape it has.
So to get the form that you have, just unwrap the model using angle based method. It is the best way to do this, if you've set correct seams.

Thank you for your response. Actually, I had already used Angle Based in the previous screenshots, and this time I decided to give Conformal a try:    https://www.mediafire.com/file/99q8hvfovkoxh0w/angle+based-+conformal.JPG/file                                                                 As you can see, the result is much more like what I had intended, is this what you meant? @Crantisz


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Create a Custom Keying Set
I would like to create my own custom keying set that only has specific channels for bones of my choosing plus custom properties like ik/fk switches. I want to use this to create key poses and for auto-keying when editing later. Workflow as follows:

pose character
use "i" in the viewport to set keyframes on my custom key set
repeat for other key poses

I would also like to know how to group the channels so they are organized nicely in the Action Editor. The "Whole Character" built in keying set has this grouping enabled. I don't want to use the "Whole Character" built in keying set as it keys channels I'm not interested in keying such as scale.
Thanks!


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Line Art using Grease Pencil not working in Panoramic Render for 360 Image/Video
so I have made an object (cabinet/cupboard) in another blend file including the textures nodes and line art using grease pencil, after that I linked the file to another project to composition it with other objects for the final scene render. I use Panoramic Render (Equirectangular) (Cycles Engine) but it seems the line art I made for the object turns into an outline and the size is too big after I tried rendering an image.

Hi krunj, can you upload your .blend file through Blend Exchange so we can have a look, please?

I suspect the line art modifier doesn't work with equirectangular camera and it is using the regular perspective method.

I guess baking line-art could help you.
*Line-art is calculated related to the camera's position, so try to do these steps:
1) Duplicate the stroke you using as many times as many objects you have.
2) Set each stroke to work with a single object:  Source Type> Object
3) Select your first line-arted object
4)  Using Perspective camera mode - set the camera's position with which lines look the best way for this particular object
5) Staying in the Perspective camera mode – bake the line art for this object
6) Then using Perspective camera – bake strokes this way for every object
7) After strokes for all objects are baked - from Perspective Camera switch to Panoramic Render

*I believe this should work, though I recommend you at first to bake strokes for a couple of objects, and if in Panoramic Render baked strokes look well  – bake all of them.
**By the way, Bake option is under the stroke's modifier tab:


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Materials won't import to unreal engine
I had recently downloaded this Ludex Gunydr model from Deviant Art, as a placeholder for my boss character, so I imported it into Blender, made sure everything was right, deleted a couple of things, and then exported it with the textures, I then tried to import it into unreal, but no matter what I did the textures wouldn't import with the mesh. Do you know how I can fix this?

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


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How can i cut the openings of a 3D scan in a resource friendly way?
I have to merge several 3D scans into one big model. Its a huge castle with a outside photoscan with a drone (20M vertex and 16K texture) and photoscans of the interiors (approx 50x 1-3M polygon) The model is already super resource intensive, using more than 40gb of RAM.
So i have to figure out a way to connect the interiors and the exteriors with cutting a doorway. Whith what kind of method can i achive this?
The blueis-purple object is the outer shell, the other colors are the interiors already positioned.

Hello, anything involving going into edit mode will be a pain and likely crash Blender. You can try using a boolean modifier. Another solution is to decimate your base meshes individually, you'll never have a smooth experience with such a dense mesh.

Hey, thanks for your comment. Yes, working with it in edit mode is very slow.
I tried the boolean modifier, but it does not work, becouse the scans have holes in it. If i apply boolean, the exact option is bugging( even if i check hole tolerant checkbox ), and the fast option is just simply not changing anything.


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Blender python parent bone
I need to parent one bone to another using python, but when using this code it has an error that says " KeyError: 'bpy_prop_collection[key]: key "Bone" not found'",
This is the code :
arm = bpy.data.objects['Armature']
arm.data.edit_bones['Bone.001'].parent = arm.data.edit_bones['Bone']

Thanks

Does this answer your question?

edit_bones are available only in edit mode. Either force blender to switch to edit mode or check if the wrong mode is active.
bpy.ops.object.mode_set(mode='EDIT')
arm = bpy.data.objects['Armature']
arm.data.edit_bones['Bone.001'].parent = arm.data.edit_bones['Bone']

thanks, nice to know that

# blender ver: 2.93.3
# In object mode
import bpy

oj = bpy.data.objects['Armature']
bpy.context.view_layer.objects.active = oj      #set context.object
bpy.ops.object.mode_set(mode='EDIT')            #to edit mode
bpy.ops.armature.select_all(action='DESELECT')  #deselect all bone

bones = oj.data.edit_bones
bones["Bone.001"].select = True
bones["Bone"].select = True

bpy.ops.armature.parent_set(type='CONNECTED')

bpy.ops.object.mode_set(mode='OBJECT')
#print name
print("children name: ", oj.data.bones["Bone.001"].children[0].name)
print("parent name: ", oj.data.bones["Bone"].parent.name)

this is works and great, but not sure if it can run in the command line. Thanks


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Remove suffix from bones names in blender python
I have an armature with bones hands and fingers that I duplicate from the original. I rename the original bones to something else with a prefix. But now I want to need the duplicate bones names to remove the suffix ('.001') to replace the names of the original hand before.
How can I achieve that? I'm a beginner at python.
for ie: "RightHand.001" to "RightHand"
This is what I got so far :
suffix = (".001")

for bone in arm.data.bones:
    if bone.name.endswith(suffix):
        bone.name.removesuffix

there is no error but it did not complete the job.

Assuming this needs to be done in python, then I believe you need to pass your suffix as a parameter of the removesuffix() method.
So, try this:
suffix = (".001")

for bone in arm.data.bones:
    if bone.name.endswith(suffix):
        bone.name.removesuffix(".001")

(Or just use the variable you already declared - using suffix as your parameter.)
Otherwise, you may be able to achieve a similar result with the Batch Rename feature (Shift-F2) with all your offending bones selected to systematically edit their names.
More info on that here: https://docs.blender.org/manual/en/latest/files/blend/rename.html

Ah, silly me! appreciate your answer!


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Set Tile SIze by X and Y
I'm watching some videos which explain how to make rending (especially if Cycles) much faster.
Apparently the size of the titel plays a huge role for rendering.
In all videos, they show how they actually can change the size of the tiles by their X and Y. Unfortunally, I can only set one specific number (the standard value is 2048 if I'm not wrong).
Is there a way to enable this option?

As far as i know, Tile size X and Y was available on Blender 2.93

I'm afraid they remove the option :/
And apparently the "auto tile size" add-on is automatically installed, but i'm not sure if it gives me the best performance for rendering


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Mesh fuses together when touching another mesh
I want to build a tiny bedroom in Blender and I was working on modeling a closet when I noticed this "problem/bug".
In the exact moment a mesh touches another mesh, it automatically fuses together. So when I try to move one of this meshes, it moves everything. I don't really know how to unlink it. Is there an option I accidentally enabled?
I appreciate any kind of feedback!
Video

You have proportional editing turned on (white dot on top toolbar). Either click the dot or press 'O' to disable it.

Aaah thank you! I thought the proportional editing was just for modeling when Edit Mode is active, didn't know it also worked when being in Object Mode. Thanks again ^^

Normally I wouldn't expect it to affect Object mode, but something in your scene is obviously affecting things.

Since you can enable it in Object Mode, it can of course be used in Object Mode as well. From the Blender Manual: "Proportional Editing is typically used in Edit Mode, however, it can also be used in Object Mode. In Object Mode the tool works on entire objects rather than individual mesh components."

Oh that's nice to know! Thanks you two :)


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How do I add a screw modifier to an object made of several joined meshes?

I am trying to create a twisted waterslide, and currently I have what is shown in the first image, which is just a cylinder joined to several toruses. Because I want to make the slide twisted, I tried to use the screw modifier, but the result was distorted no matter how much I made adjustments, since the screw modifier caused the original object to widen and then twist upwards instead of elongating and twisting upwards at the opening of the slide. I'm sure you know what is wrong with the 2nd image compared to an actual waterslide.
Is there something I'm doing wrong? How can I fix this, or are there any simpler alternatives to using the screw modifier to achieve what I am trying to do?

you need to use another method like Array + Curve modifier, with a spiral as curve

(Don't go too much by the name) The Screw modifier generates new geometry. It doesn't just deform existing geometry. In other packages, it might be called something like 'Lathe'. Simple Deform > Twist  can deform geometry, but the suggestions that have been made here would be easier.

https://blender.stackexchange.com/a/136097/35559

Add an archimedian curve:

with these settings:

add a cylinder, go to edit mode, press R Y 90, then add these modifiers:

and you will get:


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UV unwrap doesn't affect the texture on my model
I have already uv unwrapped my model (to not the best possible result perhaps, but I've done it) and in order to test it, I have applied a material with brick texture to my model. But the texture on my model remains unchanged, as if no unwrapping has been done.
What am I getting wrong?
I seem to be missing something although i don't really understand what.
Thank you.

You probably need a Texture Coordinate node in your material setting the Brick Texture node's Vector input to UV:

Without that the Vector input's default is Generated:

thank you for your response, it was the most helpful.

Glad to hear it!  If I've answered your question I'd appreciate it if you'd click the checkmark next to my answer.


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Curve bevel is acting in the wrong dimension-Why?
I had expected the profile to go around the quadrant, but it is flattened in a weird way, Why is this happening? thank you.
P.S. applying the scale did not solve the problem.

could you please share your file? https://pasteall.org/blend/

https://blender.stackexchange.com/questions/58564/curve-bevel-function-scale https://blender.stackexchange.com/questions/70394/why-curve-bevel-not-in-shape

Looking at your screenshot I guess you want to achieve a result like this:

Now I assume, your curve object has a scale of 1 and a rotation of 0° on all axis. Then a profile object (also scale 1 and rotation 0°) is oriented on this curve in the following way:

The origin of your profile object will be placed on the starting point of the curve. If you don't want your profile to be offset, its first vertex must be at the origin.

Looking at the curve's direction from start to end, the "left side" of the curve should be the positive X direction of your profile.

Then the upward direction of the curve will be the positive Y direction of the profile (so if you want it to go downwards, it's the negative Y direction).

Which means, if you want your profile to bulge "outwards" (which is to the "left" in this case) of your curve and "downwards" from the original curve, your profile should be placed extending to the +X and -Y direction in the following way:

Of course, as mentioned before, this is valid for objects with applied or reset scale and applied or reset rotation. Scaling, rotating etc. may have an effect on this, also if vertices on the original curve are tilted which might not be visible if it's an endpoint.

Thank you all. @Gordon Brinkmann Many thanks for the detailed explanation. As I understand, the origin of the curve doesn't play a role, and the final shape only relies on the origin of the profile, did I get it right?

@Meriil I think you've got it right. And you're correct, the origin of the curve doesn't matter. Although people often say the origin of the curve, its starting point and the origin and starting point of the profile should be in the same location, this is simply not true. The profile will be placed relative to it's origin on the starting point of the curve, the profile's +X and +Y dimension will be left and up of the curve (Z dimension doesn't matter). The profile will be offset from the curve as far as it is offset from the profile's origin.


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Normal map does not bake according to UV
I am following Grant Abbit's rock tutorials on baking, and I cannot understand what my mistake is: The normal map won't bake to the Unwrapped texture of the low poly.
I have unwrapped the low poly rock, assigned the according map and selected it. Then I select the h-poly and shift-select the low-poly, etc. Here is a screenshot:

Why is not the model baked to the UV map? Thank you.
MODEL:https://www.mediafire.com/file/a19za1ycal50yqc/13+3.blend/file

You are probably doing it wrong. In the screenshot you show, the active object (the last selected if you select it in the 3D view) is the high-poly as we can see on the top left of the 3D view or in the Outliner, it should be the other way around, it should be the low-poly that is active, otherwise you bake the low-poly onto the high-poly, so make sure that the active object is the low-poly: In the 3D view select the high-poly then Shift select the low-poly, or in the Outliner select the high-poly then Ctrl select the low-poly, or in the Outliner select the low-poly and Shift select the high-poly (yes a bit confusing as Shift doesn't work the same way in the 3D view and in the Outliner).

You are definitely right. The problem is: I chose my objects from the list in the Out-liner, h-poly first, L-poly second, and it keeps the FIRST selection (the high poly) as active! However, if I choose them from the 3d view-port everything's fine.  Is this normal?

I've edited, in th Outliner select the HP then Ctrl select the LP, don't use Shift, a bit confusing as it doesn't work as in the 3D view

That's it! Thank you!


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Mark Sharp doesn't work as I expected
I am trying to model a wall. There will be some curves in the model, so I will need to apply Sub Surf modifier while keeping the corner edges sharp. Please find my model here: https://www.mediafire.com/file/tz4cmab53uleb16/1.blend/file
This is what my work looks like before the sub surf modifier:

This what it looks like even when I have marked the sharp edges:

I had expected it to keep the right angles and prevent them from bending. Was I wrong?
I have also enabled Auto Smooth.
Please note that I have already seen this thread:
Mark sharp does nothing
Thank you!!!

Mark sharp is only used for Shade smooth and auto smooth, Subsurface modifier does not work like you think with mark sharp, what you need there is Edge Crease (Shift + E)

From what I understand, Mark Sharp will affect the shading only in order to make the edge shading look sharp, but it won't change the shape of the edge itself, so it will stay round if you've assigned a Subdivision Surface to your object, see the difference:

What you're looking for may be the Edge Crease option (CtrlE or in the N panel > Item > Edge Data > Crease):

There's also the Bevel modifier and you can play with the Edge Bevel Weight of your edge (CtrlE or in the N panel > Item > Edge Data > Bevel Weight, and in the modifier choose Limit Method > Weight) to determine if it will be affected by the modifier:

Or simply bevel for real:

Thank you for the detailed explanation! and thank you too, @Emir!


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Modifiers cannot be applied to multi-user data- How to solve?
I have a lattice and a solidify modifier, and I cannot apply either of them, I receive the "Modifiers cannot be applied to multi-user data" error. I understand that it must have something to do with my lattice object, but how am I supposed to solve it?
Thank you.

to add to Crantisz' answer, you can't apply the modifier if the object shares the same mesh with other objects

It doesn't have to do with the lattice object, it is the main object with the modifiers. Obviously you have made a linked duplicate of it by using Alt+D instead of Shift+D, so there's one or more other objects using the same object data. Solution for this see the answer by @Crantisz or simply delete the other objects if they are no longer needed.

@moonboots Just thought the same ;)

Press Object ⇾ Relations ⇾ Make Single User ⇾ Object & Data

Thank you for your comment(s). It was the most useful.  @moonboots

Thank you for your comment(s). It was the most useful.   @Gordon Brinkmann

Thank you for your comment(s). It was the most useful.   @Crantsiz


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When closing Blender and reopening all my animation disappears
Every time I close and reopen a project on blender all added colours, textures, and fire animations delete along with the nodes, but all the objects are still in the project, how would I fix this?

"added colours, textures and fire animations" - and with "fire animations" you mean smoke/fire simulations? Have you baked the simulations? And how/where did you "add" colors and textures?

Yes I baked the simulations and the colours were added as nodes that have disappeared


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Dynamically adjusting bones based on Shape Key adjustments
I am trying to make a customizable body in Blender, and I am using Shape Keys to manipulate the scaling of body parts, i.e. making the arms and legs thicker and longer. However when I alter the mesh from the default shape in a way that it greatly differs from the default appearance, posing it becomes wonky, with the elbows not bending properly for example if the arms get longer. It is possible to mitigate the issue a bit by scaling the bone structure manually but I am wondering if there is a way to do this correction process in a more automatic way.


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How to Remove/Delete Material Output node from all Materials on a specific object?
I'm on Blender 4.0
I've been trying to make a script to disable all materials in the .blend file.
In my approach here I've tried to delete all material output nodes.
My initial intent was to make it work for the selected objects, But I think it needs to wait.
This was my attempt at it but, I can't make it work.
import bpy
for mat in bpy.data.materials:
    if mat.node_tree:
        for node in mat.node_tree.nodes:
            if node.type == 'ShaderNodeOutputMaterial':
                node.remove()

In case Deleting a Material Output node is not possible through Python, I'd like to know if there's any way to disconnect it for all materials.

node.mute = True or mat.node_tree.nodes.remove(node) are work.

How do I get the reference to the Output Node?

Do you mean the node group users or the items that connected to the Output Node socket? These two answers can be obtained by searching old posts.