text:
Multiple questions (mesh/3d view)
First off, please ignore my name, it is just for fun.
Second, I would like to ask a question (two questions technically about the same idea) regarding modeling and then I would like to get help with a specific setting that I use very often and has no shortcut key.
1.) Mesh:
When we work in mesh modeling and we assign to the mesh different materials, would those material's setting for the type of preview render count toward the final view of the object (after we exit mesh)? What I mean is that influencing the outlook of the materials if I set e.g. flat or sphere? If this influence it, then what type of preview would be best to leave when we working in the mesh and give different materials to different parts that might be round/semi round, flat and so on? I know there are multiple questions in this, but I just want to understand it better because I see absolutely no change in whatever preview I choose in my final object. Perhaps my PC is not good enough to show it, I don't know.
2.) Key binding:
If someone knows how could I add a shortcut key for toggling Material View, that would be helpful. Something like Z toggles Wireframe View If there is some key that is not bound by default at my left hand zone, then that I would like to be added (doesn't matter if is with shift/alt/ctr the shortcut). I use all default settings, I have got used with that except the background colour that is a bit lighter then standard so that I can work better in wire frame.
Thank you for all the answers, sorry for my bad English.

please limit questions to 1 per post, that way the Title of the question can be made more specific and will become useful for people searching those terms.

I'm unfortunately unable to answer your first questions. Hopefully someone else can explain for you in more detail how that works.
Regarding the keybindings, I have a solution for you. If you don't use all of the standard shortcuts to change Methods to display/shade objects in 3D view, you can easily change one of those shortcuts:

Go to File > User Preferences...
Go to the Input tab
In the list, open 3D View > 3D View (Global)
Scroll down to Context Toggle Values (there should be three of them)
Open one of them that you don't use
Change the bottom Value to MATERIAL (keep the first SOLID if you want to be able to toggle between them)
Click on Save User Settings

If you use all of the shortcuts under Context Toggle Values, then continue from step 3:

Scroll all the way down to the last shortcut in 3D View (Global) and click on Add New
Open your new shortcut (named none)
In the box that says none, type wm.context_toggle_enum and press Enter. The RNA box should have changed to WM_OT_context_toggle_enum
In the Context Attributes box, type space_data.viewport_shade
In the upper Value box, type SOLID
In the lower Value box, type MATERIAL
Set the shortcut to whatever you like. I would suggest Ctrl+Shift+Alt+Z, to not interfere with undoing/redoing (press on the button that says A and check the checkboxes for Shift, Ctrl and Alt)
Click on Save User Settings

And that's it! (I've tested this with Blender version 2.76b.)

good first answer. (the whole part below the line really is not needed.)


text:
Object shows up pink even when selecting and adding material?
Im very new to blender and was following this tutorial.
I downloaded the guy's start file to start editing; I had to download the .blend file and textures separately. I don't necessarily want/need to apply the texture, however, without it, no matter what I do, my object shows up pink:

I have tried selecting all faces in Edit Mode or even just 1 face, creating a simple green material and assigning it as in this tutorial, but the material is not applied.
How can I make the object not pink anymore? How can I assign a material or texture?

It's showing up pink because you're actually viewing this model in texture mode, as indicated by this icon.

You can reassign the texture image in the Texture panel, or see the name of the missing image in File->External Data->Report Missing Files.

Thanks. Whenever I go to try to apply a texture (like i would a material), despite my sticking the texture on a UV map and following what most tutorials say I can never get the material to show up on the character. Are there any tutorials you'd recommend? Also do textures show up in game engines (i.e. unity)?

The tutorials are likely for Cycles, you're using Blender Render where materials and textures are separated. There are many great sources of tutorials like CG Cookie, BlenderGuru, and Gleb Alexandrov's videos that may help you. As for the last question, Unity may be able to import the materials but I wouldn't count on it happening automatically. In most engines you have to import the texture and model separately, make a material using the texture, and apply it to the model.

source: Stack Exchange

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

sort: votes


text:
Particle color from emitter's shader color without any textures
Using the Texture Coordinate node with From Instancer checked, I can assign particle's color based on the emitter's texture.

NOTE: I am aware of previous questions that address a generally similar issue, such as this one, for instance. However, none of the answers in these questions address my problem. They are all related to inheriting color from a texture. I want to inherit the surface color from Blender shaders, when using multiple materials on the emitter.

However, I can't seem to find a way to assign the particle color if I am only using simple shaders with no textures.
Let me show you an example of what I am trying to achieve. Let's say I have a plane that looks like this:

This plane uses two simple emission shaders, one for each half.

If I create a hair particle system, this is what I get:

By default, the particle system is using the Path option in the Render panel, and it seems to give me the option to use only one of the available material slots.

What I want to do is to swith the Render As setting to Object and create a material for the particle that inherits the surface color of the face from which the particle was emitted.
So, if I have something that looks like:

...I would like the cones on the red side to be red and the cones on the green side to be green.
I can of course achieve this result by creating two different particle systems that use different materials and then control where these particles appear using vertex groups. However, I would like to see if there is a way to achieve what I want using just one particle system and the material assigned to the particle object.
Any ideas?

https://blender.stackexchange.com/questions/13466 https://blender.stackexchange.com/questions/58200 https://blender.stackexchange.com/questions/166840 https://blender.stackexchange.com/questions/38207

You have incorrectly flagged my question as a duplicate. I specifically said that I don't want to assign the particle color from a texture. I have already seen the previous questions you have linked to and none of them answer my question. Please read my question carefully and you will see that it is not a duplicate.

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


text:
Is there a way to snap all Bezier control points and handles to one point on the Z axis?
I created a curve that was meant to lay flat but some of the handles / control points seem to be slightly off height from the others leading to overly complicated fills. Is there a way to select all control points and handles and normalize them to a specific height on the Z axis?
I'm having a hard time even finding a spot where I can input that coordinate.
Thank you!

S + Z + 0, and then use the transform field in the N-panel to set the Z position

If you want to just make it flat just Select every point A
Size on Z and set it to 0:
ASZ0
I'd do it by moving it to origin and just doing this and moving it back to the coordinate you're trying to place the curve on.

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


text:
Any ideas why baking my normal map is failing?
I am attempting to bake a normal map from a high poly to low ply model. I've unwrapped the low poly and I've checked selected to active. For some reason all I am getting is the yellow and green artifacts with ZERO proper normal mapping.
Here is the low poly model

Here is the high poly model

Here are the Normal Bake settings

And here is the normal map result

I've tried adjusting the Max Ray Distance and extrusion. I am selecting the high poly THEN the low so it is baking from selected to active correctly. I'm going nuts. Any thoughts, tips or ideas would be HUGELY appreciated.

if the face is completly parallel or perpendicular to the baking face it won't be baked as baking save the faces direction. Also there may be a normal orientation problem here but please share your file: https://pasteall.org/blend/

Here it is. https://pasteall.org/blend/6a23b7c0b2864e42bd8a9667a3a3196d

Put the Extrusion at 0.1 and the Max Ray Distance at 0. Now you still can't bake anything because the ray doesn't hit any surface as the faces that need to be baked are currently either perpendicular or parallel to the baking faces. Baking the normals save the normals of the faces, i.e. their direction, if the faces are perpendicular or parallel to the ray, nothing will be baked. To be able to bake something you need to tilt the faces a bit, for example you won't be able to bake this, but you'll be able to bake this:


text:
I am trying not to lose my marbles
I have made some glass marbles and a glass jar. Then dropped the marbles into the jar using the physics settings. I then I have a jar full of marbles which is what I wanted. However, I can't seem to make this into an item which is a jar of marbles, without the physics, which I can append to another scene etc. When I do this, sometimes I get it to work but then I try to move the collection (Marbles and jar) and the marbles disappear from the jar.
I was trying to use physics and my simple models to create a jar full of marbles, to use in other scenes.
(sorry for the question, but it is what is happening)

if you don't need the physics anymore, you could bake so that you can manipulate the jar + marble as ordinary objects

On your desired frame, when your objects have fallen into place, (I just let some cubes fall below the Z axis) select all of your marbles.
Use the search function F3 to find Object -> Rigid Body -> Apply Transformation, this will set the marbles' transforms to the same locations as their position in the rigid body sim.

Now search for Object -> Rigid Body -> Remove.  This step will fail if you do not have an active selection (one object with light orange outline)  You can shift click one of your marbles to deselect it and then select it again to make it the active selection in your selection group.

When this command is run successfully, the physics should be removed from all of your marbles, and then you can manipulate them and parent the jar as usual.


text:
Apply a boolean to falling particles?
I have a particle emitter working just fine. I want to make the falling particles vanish in one area as they fall. I tried applying a boolean, but the particles appear to ignore it.
Is this even possible? If so how?
I don't want the emitter impacted, only the falling particles. I have the boolean operation after the emitter in the modifier stack and the use modifier stack turned on. It appears that I can boolean the emitter itself but not the particles.

The square in the image is really a cube object that passes all the way through the emitted zone. So when working, I should end up with the particles falling but vanishing within that square area and reappearing after.
Thoughts?

You could define the cube as Holdout:
Note: might be some sideeffects:

https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/holdout.html

with holdout:

without holdout:

Oh man, that just left a big black box in the middle of my scene. It looked in the viewport but doesn't render correctly at all.


text:
Physics going crazy for rigid body objects. They jump out of the jar
Because I can't figure this out right now, I am going to bruit force position my paint brushes in the jar. But what I am trying to do is stand some paint brushes in a jar just a bit off the bottom and let the rigid body physics decide how they should fall and settle into the jar.
What is happening is the brushes go crazy and bounce out of the jar. I turned off the physics for all of the brushes except for one to see what is happening and it appears as if it is gaining energy until if flies out of the jar and lands on the ground, then it settles down but keeps moving forever until I run out of animation frames.
I have tried tweaking various settings and it just gets more crazy as I tweak things. Selecting the mesh for the shape is one of the worst. The brush instantly flies off into space never to be seen again by frame 6 or 7. Convex Hull, Cylinder and Capsule all do pretty good but they still gain energy until they jump out of the jar.
The origin is at the center of mass. I have tried moving it up and down and that only makes things worse.
The brush is an active rigid body. The jar and floor are passive rigid bodies.
Any advice on how to get them to simply drop into the jar and settle would be appreciated. Here are some screen shots showing what is going on. Frames 1, 19, 59 and 80...

If u provide blend file, I will check it out

9 times out of 10 it's because of the options for the container object.  Try changing convex hull to mesh and see if that works.

When this happens to me it's usually the mass vs scale -- I can see from your screenshots that both your scale and the paintbrush's mass are close to real-world accurate, but that doesn't mean much if you're not getting the effect you want.  First, I'd recommend you apply your scale on the paintbrush (Ctrl-A > Scale), if that doesn't help then try with decreased / increased mass in Rigid Body > Settings

I have no idea how to directly attach a blend file to this question, but you can pull it from my cloud server here: https://cloud.schworak.com/index.php/s/bmazLWBtsJSCaSf


text:
Blender Equivalent to Padding?
Does Blender have any function to create a sort of padding/margin in Edit Mode? Let's say I have a plane and I'd like to have a smaller plane inside of this first one with even distance towards all the edges.
Please take a look at the image to see what I'm talking about:

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


text:
How to zoom out of the backdrop in the compositor?
The Backdrop Image in my compositor is too zoomed in because my image is high res. How can I zoom out?

The four controls for manipulating a Background Image in the Compositor:

V zooms out.
Alt + V zooms in.
Alt +  MMB pans around.
Alt + Home fits backdrop to the available area.

Also note the changes to the Node Editor Properties panel, such as the addition of the Backdrop dropdown, which, among other things like the hotkeys, allows for precision zooming.

Refer to the Manual for additional info.

you are doing the lord's work

@JosephFarah Glad to help!

Hover the mouse over the backdrop and hit V until the backdrop is zoomed to desire.


text:
problem with creating textures
I'm learning how to use Blender through numerous tutorials. Today, I came to a point where I'm not sure if there is something wrong with the version (2.77) of the program, or if I'm doing something incorrect. I will attach a screenshot (on the left is shot of the documentation I'm reading and on the right is the Blender window). I'm asking about the missing Properties panel > Textures tab options.
Could someone help me find them?

Your first issue is the use of Cycles Render in the top options bar. Change to Blender Render.
Once you do, change where it says Environment Textures to the materials button, as seen in the documentation.

@Dominika if my answer helped, please consider accepting it by clicking the checkmark in the upper left-hand corner of my answer.


text:
RGB to Material Output?

I want to connect Combine RGB with Material output.
How can I convert the yellow dot to green dot?

Related - http://blender.stackexchange.com/questions/33915/what-is-the-meaning-of-the-color-of-the-node-sockets-in-the-node-editor


text:
Semi-Transparent Textured Planes show Background Color through other planes
I have a large low poly model, being made for an N64 emulator, using N64 textures UV-mapped onto planes without (knowingly) using any materials.

As shown, my problem is that (using an example) the semi-transparent edges of a brown 'path' texture do not allow the 'grass' texture on the plane behind it to be seen through it, and instead show the background sky colour of Blender, seemingly culling the grass texture.
Confusingly, this only happens for some 'grass' planes, and others seem to render perfectly, leading me to believe that it is caused by the materials or other properties of the 'grass' planes, and not a fault of the transparent textures. When exported and used in emulators this isn't a problem, but in texture view with blender render it seems to occur randomly.
Thanks very much for any help.

authors: Екатерина Карташова


text:
Clean flat mesh surface
Every time I try to bend the face of the fender to the car body, I get these weird bumps?

Try selecting the mesh and pressing ctrl + n to recalculate them.

It can be due to the vertices positions. Have a try to the smooth vertex function in edit mode (select the involved vertex/ices and smooth vertex from the edit tools).

The surface is uneven, because the vertices are arranged in such a way, that the faces are bent.
You can fix this by manually adjusting all the vertices to create the cleanest shape possible.
With the Subsurf Modifier enabled, you can barely spot the problem even with wireframes.
The uneven vertices are hard to spot.

Without Subsurf, the mistakes are visible. (Note that my example is very exaggerated, but the random offset of the five vertices is still not much.)

You can try and clean up your mesh, by going through all the vertices, and adjusting them manually from each angle. This can take more than one pass.
It will be easier if you use cleaner topology. When modeling with quads, it is advisable to make the faces as even and as square as possible.
In your mesh the faces resemble rectangles. Hence a just a slight variation of the vertices of the edge loop will make the surface seem distorted.

Try to have all edges similiar lengths, when modeling a single bent surface. (Of course once you want sharp angles, ridges, etc. this won't apply.)

You can achieve more even quads, by deleting some existing edge loops, which aren't necessary for the shape and add edge loops perpendicular to the previous.
With Subdivided Surfaces, you only need four vertices for a cirle. Keep topology rich in information, low in detail.

authors: Руслан Лысцев

authors: Сергей Крапивницкий


text:
Tau weapon. Can't get a proper circle on the weapon

I'm trying to obtain a perfect circular shape. On the right I'm just adding 2 edges around the middle, but it gives me an imperfectly circular shape, where I am trying to obtain a result equal to the one on the left. It is perfectly rounded but that will change when I do the same thing, as I did on the right.
Any ideas on how to fix this issue?

The problem is related to the number of edges you have.
In a normal circle with 8 vertices,if you applied a subsurface modifier it will look like a perfect circle,While if you had the same amount of vertices bu one of them is not connected to the other you won't get a decent result because subsurface will be applied to each independently so they won't smooth as a whole.

As you can see here,although they have the same number of vertices and the same position of each,hey aren't similar because subsurface need them to be joined to be able to smooth them.
The only solution is to increase the number of vertices:
This is 16 vertices instead of 8:

And his is 32 instead of 16:

Tried adding more vertices, gave me a much better result!
Thank you!

Mean creases try to retain mesh shape before subdivision, useful for hard surface modelling.
Simple to use, select edge / loop and slide to desired segment (Shift + E shortcut)
They can be bevelled afterwards too.
There is a possibility that mesh in question does not have proper topology. Is a 'mirror' modifier out of the question?

Two methods. Method 1 is to make the two elements comprising the weapon as separate meshes neither of which affects the other.  Method 2 is to create Tse circular mesh, and choose two points on the circumference from which to extrude the horizontal element.


text:
How to pass multiple operator properties via UI layout?
Basically, I want to have a single operator which can do multiple things, based on some attributes values.
class MyPanel(bpy.types.Panel):
    # (...)
    layout = self.layout
    row = layout.row()
    row.operator("my.button", text="Button text")

class MY_BUTTON_OT_Button(bpy.types.Operator):
    bl_idname = "my.button"
    bl_description = "Button description"
    bl_label = "Button"
    foo = bpy.props.IntProperty()
    bar = bpy.props.BoolProperty()

    if bar:
        # Do something with foo
    else:
        # Do something else :P

I know how to set one attribute, like so:
    row.operator("my.button", text="Button text").foo=5

But what about multiple arguments?
I tried several things that didn't worked, like (e.g.):

With setattr():
row.operator("my.button", text="Button text").setattr(foo=5,bar=True)
With a custom method setVal() in the operator class:
row.operator("my.button", text="Button text").setVal(foo=5,bar=True)

Maybe I must use a single EnumProperty? I hope to avoid this, so my question is:
Is it possible to pass multiple custom arguments to set attributes in an operator class? And if yes, how ?
Thanks for your help.

There may be other ways, but that's the easiest. Instead of using operator()'s return value (an OperatorProperties) right away, capture it in a variable, and assign them there:
props = row.operator("my.button", text="Button text")
props.foo = 5
props.bar = "Bar"
props.baz = True


text:
How can faces be added to a manifold mesh without losing the manifold property?
The space marked by the selected vertices should be solid, but when faces are added the mesh becomes non-manifold. The manifold property is important for printing.

The faces should be here:

and also at the outer edge ring.

It isn't clear what you mean when you say adding faces. What do you want to accomplish that requires these extras faces? Are you trying to cap off that hex nut looking thing?

@Rekov I added another image. And yes the solid part is intended to hold a hex bolt, this is to adapt canon foto lenses to a 1.25 cam.

Non-manifold geometry basically occurs when you have an edge that is part of more or less than exactly two faces. For the sake of 3D printing this is important because non-manifold geometry is geometry that isn't describing the outer shell of a physical object. And edge that is connected to more than two faces means that you have faces that are 'inside' your mesh, for example.
Basically, if you add that face there, you need to delete some of your older geometry that is becoming internal. I'm not 100% sure this is what you're trying to accomplish, but it should give you the basic idea:

Delete faces that would become 'inside' faces, then select the edge loops around the hole you've created, and fill them. It's possible that you will want to clear away one more faces. As I've done it above, you have a hex shaped indent both inside and outside the cylinder. The same technique works if you want a smooth cylinder on the inside.

Thanks, I know what manifold means (https://blender.stackexchange.com/questions/7910/what-is-non-manifold-geometry) but in this case I can't find the culprit. Did you manage to edit my file and in Edit Mode: Select / Select All by Trait / Non Manifold does not show any vertices?

Your mesh is manifold until you add that face. Think about what adding a single face represents. You're adding an infinitely thin wall there as far as 3D printing is concerned. You have to add two faces, one on either side of the surface you want to 3D print, and then you have to delete the faces you've now shifted to inside your mesh.

Thank you so much! I just ignored the extra faces, ouch


text:
Cull behind geometry to transparent
I'm trying to do a NPR render of a group of cats/objects and I want to render it once from the front and once from the back.
Right now it is all composed in one scene.
The tricky thing is that it need to be culled in the middle.
So far i tried to do it with a "cut"-plane and shader magic, but i'm not really a shader wizard, unfortunately...
The desired cull plane

Cull Plane should work from behind as well

What I tried
I know how to  achieve a transparent BG via the film color settings and I even tried a greenscreen approach with ChromaKey in the compo, but  there is a better way, I'm sure....
Blender gurus??
Can I cull something to transparency by geometry or is there another trick available?

If you want clip-plane transparency like that, you can use object coordinates.z to mix in transparency, like

The plane is a basic old plane with a transparent material; you can see its axes in the solid viewport.  The texture coordinate node specifies that we want object coordinates from that plane.  Everything in front of the plane gets drawn like this.  To reverse it, change the math/less than node into a math/greater than node.
If you're rendering in Eevee, like I am, you'll want to make sure to set your material's blend and shadow mode in settings.  Alpha clip makes the most sense for this case.

Thank you very much for this clear explanation! The node system is so mighty, sometimes I just don't see the simple solutions. Thank you!


text:
Where is the uv square in blender 2.93 ? The uv squares didn't show in the Edit - Preferences lists
I was doing the coffee cup tutorial that made by Blender Guru.(This the link of the tutorial : https://www.youtube.com/watch?v=BIUDZZMfGNI&t=599s )
In this step (at the 9:38 of the video ), he click the Edit - Preferences - Add-ons , and finally he click the "uv squares" , and then he click the left uv map in the screen , and hit "L" key to select all . At last , he hit "N" and click "to grid the shape" in uv squares.And the left uv map's shape become square shape.
My problem is I can't find the "uv squares" in blender 2.93.I can't follow the step of the tutorial step . That makes me can't finish the next step of adding a new material on the glass coffee cup.
Could you mind teach me how to find the "uv squares" in blender 2.93❤❤❤
Thank you for your teaching!!!!!!♀♀♀♀

If you watch the tutorial carefully, he says it's an addon that doesn't come with Blender and that the link to this addon is in the video description.

H i , it seems like that you need to install Uv squares ,and download it from github
here is the link : Uv Squares

also if the link goes off you can use this .blend file and save it as "uv_squares.py" and then install it

also idk what you want to do with this addon but i guess that you can do the same thing with " flow active quads " within blender itself without any addon

Eureka !!!! I didn't know that before !!! Thank you for your teaching and guidance!!!❤❤❤


text:
how to get texture interpolation to blend across UV seams
I'm baking a star map texture to a high poly icosphere using "cubic" interpolation and noticed these hard edges along the uv seams.
first image is cubic and second is closest

is there anyway to get the cubic interpolation to blend across the seams so there's not that hard line?
Edit: i noticed it's possible to manually blend the texture across the seam in texture paint so that the seam is minimally noticeable (not actually gone but hidden better for sure).  It would be preferable if i could get this blur done in the initial bake process so i don't have to manually fix all the seams. So I'm also looking for bake setting that will better blend across the seams.
Other details to note: I'm baking to  high poly icospheres because the default unwrap has the most even pixel distribution as its mapped to equilateral triangles. This is already 16k bake texture so increasing res is out of the question. I plan to paint nebula's into this and render it out as an environment texture so these seams will be noticeable if they are caught in a zoomed shot. I also plan to use this baking method to turn other equirectangular planet textures from nasa into icosphere unwrapped textures for painting, so getting a clean blend across the seams is critical for the planets poles to look clean.
here's the icoshere uv bake shape in case that matters

I have to ask if you kept the default 16 px Margin for your bake? If you did, I am not understanding how you would need to blend the seams manually.

I did keep the margin, but the margin is only there to give the seams a cushion space before they're missing the texture. The margin doesn't effect how well the texture blends across one side of a seam to the other side.


text:
How do i rotate set of models that make a bigger model(a car) to 0°?
How do i rotate a set of models(created from main model, i call them submodels, the project i am working on is a car mod for a computer game(Beamng [Link for forum post][1],
Basically i imported the model from a website(after i got permission from the site, provided i dont make any profit for the end project and it will be avaible for everyone(everyone who owns the game legally atleast)
When i imported the model, it got rotated 0.6 something degrees in W/E directions, how do i rotate whole model to 0 degrees(as it should be)?
I know i could like join the submodels(set of models making a car body, eg chassis, doors, bonnet, lights, glasses) whit ctrl+J, but that might/will break my UV maps and all the job i have done on it....
These are the files of the model i have right now, part of the original problem was fixed(model rotation, but axis rotation still remains)
https://drive.google.com/file/d/0B6vRqq08Rx2JeTdqYzRicGJaMDA/view
https://www.virustotal.com/en/file/bd2528331b1fea82a6d84998460b89e4997fa0b9317a0a39fabbc5497a21efe0/analysis/1500458932/

was this rotation done in edit mode or object mode?

I did found a partial fix on reddt blender subreddit (shift+a in object mode, then click on rotate) that changed all models rotation to 0° whitout moving the objects from eachother(the car and its parts stayed relative wise the same). However the translation Axis(blue, green and red) is still at 2° angle or so, any idea how to fix it?

There is something haunted going on there in your .blend file.  The objects are not behaving the way I expect them to when I use the rotation operator, they just wiggle around locationwise and do not actually rotate at all.

I wonder if it is the "Manipulate Center Points" toggle as described in https://www.blender.org/forum/viewtopic.php?t=27560

I have gotten the issue resolved(forgot to close it here.... The problem of posting the same problem in multiple different media sources....) https://www.reddit.com/r/blender/comments/6o2ku0/how_do_i_rotate_multiple_models_at_onceeg_models/

Basically i got the original model(I based my work on, after getting permission from website administrators) from :http://animium.com/2013/05/zaz-968-3d-model

If you select several objects and begin a rotation using the r key they will rotate as a unit, preserving relative position and orientation (unless pivoting around Individual Origins).
If the pivot point that blender picks (default is median) is not to your liking, you can change the pivot point to something like Cursor or maybe Active Element.  The 3D Cursor can be set to any coordinate using the n sidebar.

Part of the problem was fixed, I got help from reddit blender subreddit for model rotation(shift+a in object mode, choose rotate), but axis rotation still remains 2 degrees or so to the right... Any idea for fix? added link for the file and virustotal report at body of the question!


text:
Vertex connected edge highlighting
I am having an issue where the vertex that I have selected does not highlight connected edges. This happened sometime when I was modelling and it is starting to annoy me. Following this link, It says that un-checking the edge under mesh display would make the highlight disappear. I checked it and its still checked.

Loading a new file seems to display the edge highlighting and this leads to the assumption that I might have accidentally hit another shortcut that caused the edge to not highlight.

How can I fix this issue?

Just to make sure, if you select everything do any of the edges highlight? Or is it just for that vertex? I just want to make sure that it's not just because you accidentally duplicated that vertex so it isn't connected to anything or something like that.

@TARDISMaker Selecting any other vertex results in the same issue. I have used remove doubles to remove any duplicates and the problem is not resolved. Selecting 2 edges will highlight the edge between but none other.

Are there any modifiers on mesh ?

@MrZak Mirror and Edge Split

@MrZak No, But the Mirror modifier has it on. Turning it off fixes it. Thanks. Create an answer below and ill accept it.

In this case the vertice wasn't highlighted as expected because the Mirror modifier, which was present in stack, had button Adjust Edit cage to modifier's result turned on.

This means the result of modifier's work was visible while in Edit mode and editable more or less (so you could select verts mirrored by it, for example).
But in this case part of mesh doesn't exist (because result isn't applied yet) and hence existing vertices of the mesh aren't highlighted as usual (when edges which are connected by these vertices are highlighted too) rather than one by one. Edge is being highlighted only when 2 vertices were selected.

Note: vertices' size is increased for demonstration purposes.
To work without this behaviour uncheck Adjust Edit cage to modifier's result in order to directly interact only with real vertices of the mesh. You can check it if needed to preview changes when it's important for the workflow.
Read more about interface of modifiers and meaning of the present buttons.


text:
How to pull up tool menu for vertices?
I'm very new to Blender and am having a bit of trouble.
After I Shift + A > Mesh > Cylinder, I want to pull up this menu:

How would I do this, please? It doesn't just pop up after I add in the cylinder. Thanks.

Does this help? http://blender.stackexchange.com/questions/23037/cant-find-the-palette-to-alter-new-objects

If you would prefer, you can press F6 instead, to change these settings.

T will toggle open/close the Toolshelf, and that menu is at the bottom of the Toolshelf.
Alternately, you may see a plus at the bottom of the Toolshelf. Click on it.

I have the toolshelf up, but the "add cylinder" section isn't at the bottom of the screen.

@Bjtatty Edited my answer. If it helped, please consider accepting it by selecting the checkmark in it's upper left-hand corner. It would help me greatly and make me very happy. Thanks!

T will toggle the Toolshelf, but in order to change the variables of the objects, you must make the changes directly after the object is created.

The option doesn't show up for me though. I tried pressing t directly after, and I also tried it with the toolbar already open. There is no "Add cylinder" menu showing at the bottom

Have the toolbar open. Switch the "create" tab. Click on the object you want. It appears. Below the window is a window titled "Add Cylinder". There are settings. This doesn't work? Also, what operating system are you on?


text:
How i can remove back face mesh from model?
How can I delete the back of a face from an object in Blender 2.77?
Because my object in XNAlara posing studio had backface culling and I want it to be fully shown, not partly hidden.
I want the object to look like this:

But it looks like this if back face culling is enabled:

Can you clarify? It sounds like you're asking how to remove backfacing polygons from your model.

It looks like either the normal for that face is flipped (or possibly the face is an n-gon and you need triangles in the other software). Here's some info on checking normals: https://www.blender.org/manual/modeling/meshes/editing/normals.html

authors: Никита Волощик


text:
Align edge loops with different scale
What would be the quickest way to align multiple edge loops that are scaled differently to one that is scaled correctly?
Let's say I want to shape all the edge loops of the first example like the top one, so that they form a cylinder.

Consider changing accepted answer for the one provided by @Denis. It's simple and faster.

@LukeD Thanks -__- And if you don't already have LoopTools installed, then my way IS faster.

@ShadyPuck are you doing this for points or for qood quality help? As it is in a question, this is an example and in this case maybe it is faster to do it manually (or not, 4-5 clicks to activate LoopTools? One time thing.), but what if beside example he wants to streighten 20 or more loop cuts?

@LukeD The OP accepted my answer, so clearly it was good quality, or at least what they needed.

@ShadyPuck I was making the same answer as yours (you were faster) because this was only way I knew. Then I saw LoopTools version and it is just a better way for this task so I propose changing accepted answer for future visitors or for people as myself. End of topic.

Both answers helped me and I think they complement quite well. If I understood correctly, If you want to use loop tools to align all the edges and form a perfect cylinder, the top and the bottom loops have to have the same size. In the example I provided this was the case, but if it wasn't, before using loop tools you would have to scale them using the snap scale method.

Tab into Edit Mode. Use Alt +  RMB to select the first edge loop that you want to adjust. Set the Snapping type to Closest Vertex:

Key S, then Shift + Z, then hold down Ctrl, then hover over one of the vertices in the top loop, then  LMB.
Repeat for each loop.
Procedure:

To whomever down voted my answer, can they tell me why so that I can improve it?

That can be done very quickly with Loop Tools addon that can be found and enabled in the user preferences.
In edit mode select top and bottom loops and in tools panel look for Loop Tools section, select Curve and all the intermediary loops will be aligned automatically.

Loop Tools Curve

In the images above. Left side original mesh. Middle Edit Mode with Loop Tools. Right side result. Loop tools are on the left side with settings.  In this example we choose loops of different sizes to illustrate generality.  Only two loops need be selected.


text:
Noise in Cycles Interior Scene
I am fairly new to blender and wanted to make something in Cycles, with the same kind of white lighting/style as this:

I modeled a little train station and rendered it in Cycles. It was incredibly grainy, and adding a bunch of area and point lights did not help.
Here is what I get with ~40 samples:

The noise is much less but still very present at 256 samples.
Here are my render settings (256 x 256 tiles):

What should I do to fix this? I took a look at some other answers on how to reduce noise, but they didn't really help. My scene is very simple, but still has a lot of noise.
Thanks, and apologies if this is a common question or one that is not meant for this site, this is my first question here so if there are any edits I should make, please tell me :)

Interior scenes to start with are very tough on Cycles, because there is so much mesh for Light Paths to bounce off of. For example, when I first tried to render Andrew Price's Subway in Cycles with no materials, I got this at 5,000 samples:

The fact is, interiors are tough on Cycles, but you can consider these things:

Only have mesh for what's in the frame. The more background behind the camera, the higher quality your renders will be.
256 samples is way too low to get any half decent results (except special cases). I render most everything at 500 samples minimum, 2,000 max.
Want a cheap and dirty way to reduce noise? Reduce your max bounces to 0, 1, possibly 2 and your min bounces to 0.
I know you want white, so make sure to have a Diffuse BSDF shader on everything, not just nothing. Materials will render better, though, if you want to lose them. This was my result of the same subway with materials:

Hope this helps and happy Blending!


text:
How can I completely remove Blender from my Mac?
Rather than continue spending time on an issue I can't resolve, I want to completely wipe Blender from my computer and reinstall it as if I'm installing it for the first time.
Steps I tried:

I selected "Load factory settings", but Blender stayed the same.
I dragged the Blender folder and zip file to the trash and Securely Emptied Trash, but when I downloaded and installed a fresh version from the Blender site, Blender still had my old settings.

Still, Blender opens with all my old settings. How can I remove all traces of Blender and install it totally new?

Check the OSX sections in the Blender manual, it lists all the default paths where Blender stores data / scripts after you install them.
https://docs.blender.org/manual/en/dev/advanced/blender_directory_layout.html?highlight=directory
If you remove Blender from all those places, and then reinstall, you'll be ready to rock again.
__
Blender, like almost all programs, must store persistent information like preferences, themes and scripts somewhere on your hard-drive. This is information you don't want to lose when you update Blender to a newer version. Normally that's exactly what you want, but if the stored information contains some weird content ( like in your case ) you can do a purge by removing all references to Blender from the directories listed in the link above. Blender will add those directories back again if it needs to.

I get "The folder can't be found" when I copy and paste Local, User, and System lines into "Go to Folder", as shown here: http://imgur.com/koagPCX

@Aubrie, has the warning message about UTF-8 gone away?

@zeffii The link is broken.

authors: Максим Александров


text:
How can I remap to Shift Command Click&Drag?
I'm on an iMac using an Apple wireless keyboard and a Magic Mouse. I'm trying to remap buttons so that I can Move the 3D view left, right, up, and down with Shift Command Click&Drag. This is what I tried to customize in the Input tab of User Preferences:

That doesn't work, even though I managed to remap zooming with Shift Click&Drag pretty much the same way:

What am I doing wrong?

I haven't used a mac for a few years but I expect you may have a system action getting the event before blender and not passing it on. Using xfce4 Cmd+middle mouse = send window to the back. Similarly F12 is (was?) used on osx and needs to be cleared in system preferences for blender to use it. Either find what is using it and adjust the system settings or choose another combination.

@sambler Thanks for your reply. To my knowledge, the only mouse-related actions on Mac are "Hot Corners", which I'm not using.


text:
How to save settings before a factory reset?
I'm getting errors that I can't figure out how to fix, so I'm thinking my best option at this point is a factory reset.
I see that I can export key configurations, but how do I export my Theme? I'd rather not remake it.

Are there any other settings I should make sure to save before I conduct the reset?

Note that "Load factory settings" is only persistent if you then save those as your defaults. It won't delete any of your customizations on it's own.

By clicking the + next to the theme name you can save your current settings for your own theme. You can then select your theme after you choose factory default settings.

A gotcha with this is that the theme gets saved inside the blender installed files, so can be overwritten or deleted as blender is updated. To keep your theme for future versions you should find the saved file and move it into your configuration folder. Within the files installed for blender you will find your theme inside 2.75/scripts/presets/interface_theme (adjust 2.75 to match your current blender version). Locate your blender configuration folder and create a matching path and move your theme there. On a *nix system that would be $HOME/.config/blender/2.75/scripts/presets/interface_theme/MyTheme.xml


text:
Is there a way I can get object's position relative to the origin point(0.0.0)?
If I reset a object's origin (in order to mirror it), is there a way I can somehow get the object's current position relative to origin point(0.0.0) before I reset the object's origin?
EDIT: Basically i want to move car rear panel(the one where car rear lights go) to 0.0.0 to create better tail lights for it) and when the tail lights are created, i want to put that car part(the rear panel) to where it were before i moved it to 0.0.0 whit "set origin" command!

The objects origin is the (0, 0, 0) point of it's data. No matter what object location, rotation or scale is.  An object, the default cube for instance, has one origin, it's location is arbitrary.  We could put the cursor anywhere and change the origin to that point, using transform > origin to cursor, and for all extents and purposes the cube's mesh doesn't move.  What does change tho is the local data (the vertex coordinates) and the object location to match.
The default cube has a vertex with coordinate (-1, -1, -1). If we make the origin point at that vertex' location, the vertex will now have the coordinate, yep you guessed it, (0, 0, 0).  The cube will now have a location of (-1, -1, -1) instead of zero... looks like it hasn't moved, only the little orange dot specifying its origin moved.  Local coordinates is a fundamental of 3D.
Now how does this apply to your car model.  You want to have an origin where x=0 is in the middle of your car from the front.  This will enable you to use mirror effectively.
One way to do this:
Select the tail lights (or the windscreen or something that's centre is the centre of vehicle), go into edit mode, select all verts.  Snap shift-s cursor to selection.  Look in the 3D cursor panel.  It's the x offset that has put your model out of whack.

Get out of edit mode.  With just the lights selected, set origin to cursor at this point will put it right in the middle shown in image above, but onlyh for the tail lights.
Or at this point to change origin of all car parts to a centre:
Keep the 3D cursor's X location value and change the Z and Y values to suit, 0 is good.  Now select every object that makes up your car. Object > Transform > origin to 3D cursor.

Another tip at this point would be to add an empty at cursor location.  Make it the parent of all the car parts. This way moving the empty will move the car as one.

Holy god.... I am so grateful for what you just did to me! I think i just found a new god to praise, and i am(or used to be) atheist!

well you can place the cursor to any other object, or active selection..
(Sometimes one uses a "empty" type of object just to get to a specific place but not render such a object, in the right properties pane, object menu you can set exact position of such an empty).
shift S, then put Cursor at.. (make a selection)
After that  pressing space type "set origin" to cursor.
Though note that "set origin" works only in edit mode.
And if you want to snap to another object you have to switch to object mode firs to put your cursor on another object / location.

This is way complicated... What of this should i do on the "empty/filler" object and which one of this should i do on object(car part) i want to later restore of its location?

well i was trying to be complete in my answer, as it wasn't really clear what your purpose is. If i understand you correctly, then you should place an empty at (0,0,0). Then do a cursor to target (the empty); you can then set any part of any object in edit mode to that orgin (set origin to cursor).
ea a car part wheel can get the same origin as a car part roof then.
if that's what you want, maybe thats handy for your mirror effects or so i dont know. Just note that there is a lot possible with blender and what seams to you easy, has also a lot other easy possibilities

Basically i want to move car rear panel(the one where car rear lights go) to 0.0.0 to create better tail lights for it(using mirror modifier)) and when the tail lights are created, i want to put that car part(the rear panel) to where it were before i moved it to 0.0.0 whit "set origin" command!


text:
How do I move my blender models (made from a single model) to the 0.0.0 zone on the axis
My model (well, models) is a bit off on X axis(the red one). How do I move the model so its perfectly centered (its mirrored and/or symmetrical, aside one object(car mirror))?
The reason I need to do this is because I am re modeling the cars taillights to look more realistic, and by adding a new mesh and mirroring it, its really hard to place them exactly on right distance and right area on the car rear panel...

My reddit username is Gatemaster2000
Reddit post crosspost archive link: http://archive.is/ZqY1c

What is the reason to add the reddit username here?

I crossposted it to r/blenderhelp/

This isn't related to the question. In general make sure to provide as much information as possible in post here, then there's no need to add links to your profiles elsewhere. Links to 3-rd party sites / profiles (with some exceptions) are discouraged here mainly because they tend to become unusable.

Okay, i added archive link of the reddit post.

Some thing like your problem:

Shift + S and select, Selection to cursor (Be sure to use it in Object mode)

It will moved to center as on your 3d cursor. (if your 3d cursor is not in center already try Shift + S and select, Cursor to center)

Now you may adjust the location of your model along z axis manually, I hope it will not difficult for you.
Best of luck!
Updated:
You may try to hit Ctrl + A and apply location and also please follow the steps as shown below:

I tried it. Sadly it dosent seem to work.... What happens is that only single part gets put to the center, instead of all of the parts/submodels of the main model.... Any fix for it?

You may select all parts and hit Ctr + J to combined all parts before using the above solution, later you may select any part by hover over on it and hit L key, and hit p key to separate it

I tried to do that but it dosent seem to properly center it(the little orange dot thingy that seems to be cars centre point? is offset to one side, and if i try to move it this way, the whole model still gets offset on the X axis. How do i make the orange dot to go in the center of the car?

Please have a look at the updates

I will try updated version tomorrow!

I think i will have to manually still assemble the model("Geometry to origin" point for all parts is in the same spot), but thanks for the help!

You are welcome, you may vote up answer,  thanks for accepting answer :)

The location of an object is known as it's origin. This is the point in 3D space that defines an object's location and you can change it's position in relation to the object's mesh data. This is also the zero point used by the mirroring tools and is often used by the mirror modifier.
While you can move the mesh data in edit mode, more precise options are preferred. The simplest Set Origin option would be Origin to Geometry, which moves the origin to be in the middle of the existing geometry.
The Set Origin options can be found in the Object->Tranform menu, or from the (long) shortcut ⎈ Ctrl⎇ Alt⇧ ShiftC.
To have more control, you can use the 3D cursor to define the position you want to use. By selecting some existing vertices you can snap the cursor ⇧ ShiftS to the middle of the selection and then set the origin to the 3D cursor.

suggested edit for your first paragraph.  The location of an objects local coordinate point (0, 0, 0) is its origin All object data is relative to the origin.


text:
How do i snap a copied part of a mesh to the parent of the mesh, wiht a distance created by edge?
Basically I want to Ctrl+D some faces/parts of a mesh, then copy paste it next to the mesh I duplicated, create a small line (edge) between the meshes (of the same mesh?) and finally snap the duplicated mesh vertex to the created empty end of the line edge, so it looks like this:
Corresponding vertex --- Edge --- Corresponding vertex from the duplicated mesh
Basically i want to copy paste(shift+D) a part of a mesh, then move the mesh so bottom verticle snaps(and copied mesh moves, not only the verticle) to one point(unused verticle) a line(edge) i have created.
This is a better picture to explain what i exactly need.
Selected mesh bottom verticle to the empty/unused end of the edge(snapping to the edge verticle, whitout distorting the model(so no (alt+M) merge) circled in red in the picture below.

This is what i mean:

So after some mesh joining and scaling, end result would look something like this:

Do you want to manually do what Solidify modifier does? It could have some problems e.g. in the corners but that depends on the case

Yeah, i want to do this,ill try it out later(i found a problem i have to fix before i can use solidify modifier....)

What you need to do is enable Snapping.
After you have duplicated your mesh:
1: At the bottom of the 3D window enable the Snapping tool. Then click on the icon to the right of that and choose the the element to snapt to, in this case choose Vertex. To the right of that is some snap target options, choose Active.
2: With everything deselected, right mouse select the vertex on the duplicated mesh that you want to be able to snap to any other vertex.
This vertex will be the Active vertex. (it is highlighted in red in the gif below). Now select the rest of the duplicated mesh by hovering your mouse over part of it and hit the L key.
3: G key to move the duplicated mesh about and you will find that the Active vertex of the duplicate will snap to the other vertices.
Don't forget to disable the snapping tool whnen you have finished with it .
Something you may not be aware of is that a mesh face only has one side. You can see this if you enable Backface culling from the Properties panel.
You should now be able to see that the duplicated mesh has its faces facing the wrong way. Facing inwards! this will create shading problems later on so you need to Flip the faces so that they will be on the outside when you join the edges of both meshes.
To do this: With only the duplicate mesh selected, open the Tools panel on the right and then open the Shading tab. From the Normals menu choose the Flip Direction option.
To join the edges of the original and duplicated mesh: In Edge select mode select the outer edges of both meshes then hit the W key to open the Specials menu. From there choose the Bridge Edge Loops option. **


text:
Why are volumetric reflections invisible?
I have a test scene where a very thin and bright spotlight (almost like a laser) shines on a diagonal mirror in a volume that scatters light, such that the light beam is directly visible. The mirror uses a 100% glossy material. The intention is to make the light bounce on the mirror. However, it seems the light beam disappears after bouncing in the mirror.
This is the scene in the viewport:

And this is the rendered result:

As you can see, the light beam is visible from the light source to the mirror, but then the light beam stops: it doesn't continue from the mirror to the cube. Is this a limitation in Cycles or do I need to enable some options somewhere? As far as I'm aware, I'm using Cycles' default settings. I've already tried increasing the maximum number of volumetric scattering events to no avail.
(I'm aware you could fake the effect by placing another spotlight on the surface on the mirror, pointing in the direction of the cube, but I'd like to do it the "proper" way if possible)

Under Light Paths enable Reflective Caustics and maybe increase the maximum number of Bounces if needed, also if you want switch to Full Global Illumination preset if you also need other things cranked up.

@Jerryno Unfortunately that didn't work - Reflective Caustics is on by default, and switching to Full Global illumination also gives the same result.

Well then you may need to use a bi-directional renderer for this job. I do get correct volumetrics with a mesh light but the second reflected ray is very hard to clean from severe noise. It is only fireflies around 10k samples and non-existent below 1000 samples..


text:
How to change the "select lasso" become original setting , now the "select lasso" is irregular

Could you mind teach me, how to change the "select lasso" key become original setting, because now I have the problem that I can't control the shape in "vertex selection mode" , and the other problem is that I can't use the "shift" key to choose the vertices (the orange point in the screenshot).
Could you mind teach me to solve the problem Your are my superhero ! Thank You !

maybe use the "3" key this time, in order to be in face selection mode..

❤❤❤you saved my life again !!!!!my superhero!!!!!!

Pressing 'W' toggles between box, lasso and circle select modes. you'll see that the icon changes each time you change modes.

Eureka!!!!!!Thank you for your teaching and guidance!!!❤❤❤


text:
I use the key " F3 " to " Bridge " the coffee cup and the handle , the modeling looks unnatural

I follow the lesson on YouTube " Part 2, Level 3: Complete Modelling - Blender Beginner Tutorial " ,  step by step , but when I use the key " F3 " to " Bridge " the coffee cup and the handle , the modeling looks unnatural , and the bridge's line looks no smooth .
Could you mind teach me how to fix this problem of the " bridge "❤Thank YOU!!!!!❤

Check if selecting all vertexes and pressing Shift+N helps.

Thank You!!!!!!!♀♀♀❤❤❤

Ok, I will mark it as a duplicate than. You can study more here Model has strange shade points but keep in mind that Ctrl+N has been changed to Shift+N

Thank you !!!!!!! ♀♀❤❤❤❤You let me learn more knowledge in blender , and its very useful !!!! I appreciate the time you spent finding that information for me.Thank you for giving me this information❤❤❤

By the way, the F3 key is no hotkey for the Bridge tool, it just brings up the search bar. So it's more or less for every tool and not necessary to mention, as long as there's no specific problem with the search itself ;)

Eureka !!!! I didn't know that before !!! Thank you for your teaching and guidance!!!❤❤❤


text:
Part of the light reflection on bottle is blurred
I have a problem with the light reflection on the bottle. In the middle of the bottle the reflection is blurred. Does anyone know why?

hello, maybe share your file? https://pasteall.org/blend/

Hi, yes - here you go https://pasteall.org/blend/a45f0bb6bd4649fda333a512ed8f3e8c

it looks like it's just the reflection of the floor on the bottle, as the floor is rough it reflects as rough on the bottle. In the N panel > View > View, you should increase the Clip End value so that we can see something when we are out of camera view

Yes, the value should be around 600000mm. But what do I do to get the real reflection on the whole bottle?

for the Clip End you can put it at 3000 for example, if you are bothered by the big sphere, go into the Object panel > Viewport Display > Display As > Bounds

There's no bug here, your glass is just reflecting the floor, and your floor is rough, so it's just a question of light and floor setup. If you want to have a more reflective effect, you can for example move the area light closer, or create another one, etc:


text:
Trying to make spiral staircase using geometry nodes with no luck - Blender 3.1
I have gotten fairly decent for a hobbyist with Blender and I am just starting to get into the geometry nodes. I have played with them but not done anything serious because I am rather stuck on what seems like some basic ideas.
I have figured out how to make spirals and with that I wanted to make a spiral staircase. I thought it would be a simple matter of creating a spiral, turning that into points, then instancing a cube shape (the treads) onto the points. But everything I try just goes sideways.
I am not looking for a full "how to" because I really want to figure out most of the image myself. I know there is a lot to a staircase like tapering the treads and putting on a railing and and and and... But I am totally stuck on how to get the treads to lay flat. I think if I can get past that one issue, I can create something of interest on my own at that point.
So what I found is I can create the spiral and attach treads to it. But they don't rotate around the center of the spiral. They all point in same direction.

My first thought was to attach the point rotation to the instance rotation but that just made a massive mess of things.

I fiddled with adding a transform node and tweaking the rotation on my own but it just kept getting worse and worse.
To give an idea of what I am trying to get to I created a bruit force layout by creating one tread by hand in layout mode and just duplicating it a bunch and manually rotating each tread 5 degrees. This is just so you can visualize what I am trying to do.

Any pointers you might have would be greatly valued. Again, I just want enough info to get me going and I think getting the treads to lay flat would do that.
Your input is greatly appreciated.

The idea is to create a one step and then instance it on deformed mesh line.
I recommend you start with one rectangle where you move the object origin to one of the small faces. The create another object with the following geo-nodes.

The step offset crate the spiral offset for the mesh line and the step rotation rotates each next step for a constant angle. Play around a bit and you will quickly figure out how it works.

Depending on the desired result step offset frame is not needed you can simply move "step object" orgin further out of mesh.

That is an interesting solution. A bit more complex than what I was hoping for and what I came up with using the "Align Euler to Vertex" node. I answered my own question just about the same time you answered. I do like your concept though. May use that for something else when I need a more complex process.

AH HA!!!!!!
Watching some YouTube videos I stumbled upon someone doing something different but with a similar need.
The trick is to tuck the "Align Euler to Vertex" node in between my "Curve to Points" and my "Instance on Points" on the rotation line. Then play with the axis and pivot until the correct effect happens. For this rough example I had to play with the X, Y, Z of my cube, the number of steps and the radius of the spiral. But you can see the concept works.
I guess I could have deleted the question but maybe someone else will be searching for this info. Hope it is helpful.

Keep in mind, my tread spacing is exaggerated to better show the rotation of each step. In this example I didn't offset the origin of the cube (tread) or do anything fancy. I really just wanted to figure out the flat steps following the rotation of the curve. So it is simply with as few nodes as I could manage.


text:
Cannot insert keyframes; incomplete "Insert Keyframes" menu
When I press I in the Action Editor (with a bone selected in Pose Mode and no keying set selected), the Insert Keyframes menu that appears does not contain all of the normal options like Location, Rotation, Scale, LocRot, etc. Instead it only contains 3 options: All Channels, Only Selected Channels, and In Active Groups. Selecting any of these options yields no results (not even an error message) other than the file size increasing slightly.
In the screenshot below, I've adjusted the rotation and scale of a bone and attempted to add a keyframe to the current action to illustrate what I'm talking about:

I've tried changing the keying set to rotation and scale but the results were exactly the same.
As a bonus, it would be nice if I could figure out what exactly was happening that increased the file's size when I clicked on those three options so that I can undo it!
I'm fairly new to Blender, but I've been able to animate a few characters now without running into this issue before. I'm not sure what I did differently this time, but hopefully I can avoid whatever mistake I made in the future!

I'm not sure about the file size but that is the correct menu for the dope sheet editor. For the full menu press "i" over the 3d view instead.

Wow, yup, that's all it was! Don't I feel silly. ;)
Just part of the kinks of learning new software, I suppose!

Thank you, very much.


text:
Selecting Specific Vertices to Edit

Is there any way to choose certain vertices to edit and move?
I want to work in Wireframe View and move only certain vertices. For example, I only want to work with the vertices shown in the above edge loop. However, eventually these edges will overlap with other edges and I lose track of which vertex belongs to which edge loop.
Is there a way to edit ONLY these vertices or at least keep track of them?

maybe create a vertex group?

To elaborate on Noidea's comment, Vertex Groups probably are the most simple option. Here's what you can do to create a Vertex Group:

Select the vertices that you will want to be able to easily select later.
Go to the Properties panel > Object Data tab > Vertex Groups dropdown.
Add a new Vertex Group with the plus button.

Double click on Group to rename it and name it something that will signify which vertices you are grouping. I named mine End Cap.

Make sure that the Weight: value is set to 1 and click Assign.

Now, anytime that you want to select those vertices, click Select. You can add as many Vertex Groups as you want. In a demo I built, I used Vertex Groups End Cap and Loop Cut (for the loop cut on top of the end cap, useful if adding subsurf, for example). Watch how I can easily integrate those two Vertex Groups into my workflow of nothingness.


text:
Texture in render does not appear the same as it is in 3D view
I got the UV sphere texture and all that, following this tutorial.
It looks good in in 3D view but is not similar at all when I render it.

It's a little difficult to tell what's wrong with it. Can you upload an image that makes the seam more obvious?

Also, is the first image from the perspective of the camera?

Viewport texture coordinates
The texture in the 3D view while using cycles are currently (2.77a) placed on the object's surface using the info from the selected UVmap, not from the node tree.
In your case the image you see in the 3D view in texured mode (UV) is probably placed in a different way than how it would with the material's coordintes for the texture /Generated).
Nodes just don't work (yet) "live" whith the material's node setup.
I personally think it will be improved and work the way you tried, there are already some signals around (e.g. it works already for the world background, it is one of the target of the viewport redesign project...), but at the moment, in order to get the result of your node setup, you must use the rendered view.

It's not your texture; it's the lighting in your scene. Try aligning the lamp with the position of the camera:

Before

After
This is also the render result before and after the change:

Before

After
Hope this helps and happy Blending!
=Puck

I don't think he's asking about the shading. I think he's asking about the texture seam.

@Matt I believe shading created the texture seam.

?? I don't understand how that could be possible...

In an unlit world, like the one shown in the question, one-lamp lighting could easily lead to the seam displayed in the render. Without a .blend file, this was my diagnosis. If you have a better one, please share it. @Matt

...I'm pretty sure you and I are talking about a different "seam."

This is the seam I'm talking about. Is this the seam you're talking about? https://flic.kr/p/HeTyNP

@Matt Maybe I wasn't clear, but I was talking about where color meets black around the middle of the sphere.

Yeah... I don't think that's what the OP is talking about, but we won't know for sure until they add some info.

@Matt True. I am adding this to get past 15 characters.

@ShadyPuck I tried readjusting the lighting and still ended up with such seams http://imgur.com/a/xg3rP Here's the blend file https://www.dropbox.com/s/igtep9joffyx06o/Space%20Animation.blend?dl=0 and texture http://1.bp.blogspot.com/_9DvzmslTIME/TQrT5bEDbII/AAAAAAAAAi4/q0jL2oQ_4rk/s1600/planet_Trask1200.png

Ok, I changed it from box to sphere on the image texture node and it fixed the seams (Didn't know I could do that before because I was running a year and a half older version of Blender until now. Just realized that it wasn't up to date) but it still has these weird lines running up and down the surface of it http://imgur.com/gWAUfwY


text:
How to bake a texure to a single channel (as a mask) using emission node?
I found some info about baking a mask to a single channel texture with an Emission Node. It is an interesting method to use RGB channels (grey picture) to control effects. The baking with light (emission) method is also something that interests me.
Is there any other way to setup such a Shader System?

This question needs to be reworded/clarified. Right now you are asking something completely different in the question body than in the header (or you are asking two questions). Of course you can use RGB and Alpha channels in a glsl shader/material node.

Welcome to Blender.SE! We're glad to have you! Keep in mind, this is NOT a forum, and the site expects questions and answers to be of a high quality. That means well-asked, well-researched, and involve some level of effort. Taking the tour will help you understand what we're all about: http://blender.stackexchange.com/tour


text:
What is this G button function in blender called(happens in Edit mode)?
https://www.youtube.com/watch?v=dGVMXyZNCQY

My shadowplay is acting up so its low rez for some reason(i set it as 720p)...
Basically if you recreate the rentancle(i had to do it for my project model i am working on) and press G button multiple times in edit mode(but in order for this to work you have to select same edges i had).
What is this blender function called? Is it similar to google sketchup follow me function?
If your edges turn yellowish, this is the function i got/found and i cant find any info on it....

I think you are referring to the "edge slide" function

This is the Edge Slide function. Selecting an edge and pressing G two times will enable this. It allows you to manipulate edges along other edges, scaling then accordingly to maintain the overall shape while moving the edge. An example can be seen below on my mesh:

Hope this helps.
EDIT:
On your video, in the bottom left corner, you can see you have "Vert Slide" enabled. This works similar to Edge Slide.

in your gif above it's not that clear which key you are pressing to change the edge edit behaviour...

I'm aware of that, but unsure how to pop up the box that shows what key you press. I've heard about it, but never used it as I don't record tutorials and such.. If you know how to enable that, I'll edit my GIF. Although I did mention "Selecting an edge and pressing G two times will enable this.", but I understand that can be vague.

I think this might be it, if you select two more edges, will those 2 more edges turn yellowish? If they do then this is the answer i am looking for!

Updated my answer with a better GIF. This do indeed demonstrate what you described


text:
Make duplicates real produces too many objects
I'm new to Blender (using version 2.74); I was looking for a way to position several Suzannes in a circle and came across this question which has an answer based on this Blender wiki page.
I followed it (several times from scratch, actually), trying to position 6 Suzannes in a circle. It works for me up to the point when I do Ctr + Shift + A to make duplicates real. When I do this, my 6 Suzannes are still in a circle but the Outliner shows there are now 100 Suzannes in the scene; which is actually true - 94 Suzannes are hidden under one of the 6 other ones.
The number 100 happens to coincide with the default setting of Path Animation -> Frames; I made sure to change that to 6 as mentioned in the tutorial. Which doesn't fix it.
Why does the number of Suzannes go from 6 up to 100 when I make duplicates real? Is there a bug or am I missing something?

Are the start and end values set correctly in Duplication > Frames?

blender.stackexchange suggested this question which appears to be the same problem. Investigating now

@gandalf3 Both the curve and the object have the Duplication->Frame setting, the wiki page says to change it for the curve while stackexchange mentions that it should be changed for the object rather than the curve. I do not understand it fully, though

Duplication > Frames It should be enabled on the object.

yes, thank you, I did that and it helped. My question happened to be the duplicate of this one, sorry. I could find that via google, it was suggested my stackexchange when I typed up my own question.

This is because there were always 100 Suzannes.
Dupliframes will always create the same number of duplicates, even if the object is not moving. By default it's set to duplicate frames 1-100. If you only want to duplicate frames 1-6, then change the start and end values to match the desired range:


text:
Alt+S doesn`t work as expected
I`m working on a model for 3d printing. I wanted to make it hollow, so i made a duplicate with Shift+D and wanted to scale it inwards with Alt+S...
I expected something like in this question explained:
Alt+S and S scaling
scaling with S I get something like that

but with Alt+S I get this and cannot scale :(

scaling only with S I don't get an evenly thick frame... so I don't know how to solve this.
Thank you in advance and happy modeling :)

Will solidify modifier be a good solution for that?

You are only able to do the Alt-S command while your in edit mode. From what I see in the second picture you posted, your'er in object mode. And for future key commands that don't work just go to the wiki for them, like at the bottom of this  page
it shows the Alt-S command you were asking about, and that it needs to be used in edit mode.

Thanks a lot, i overlooked this part >.< sorry and thanks a lot!

I would suggest using Solidify modifier, adding 2 more materials to the rim and the internal faces, then apply the modifier, then select the material of outer mesh and hide it and use smooth sculpt brush to smooth the areas ears eyes and the mouth that are poking out through the outer mesh.


text:
How to use the result of a modifier stack to create a new object?
Is there a quick way to copy the result of a modifier stack to create a new object, like if you manually duplicated an object with a modifier stack and applied all the modifiers?

Note, It's possible through the Python API: How to get a new mesh with modifiers applied using Blender Python API?
But I was wondering if there's a way to do this without Python.

You can do this by converting everything to a mesh.
Object -> Convert -> To Mesh
In the operator options you may want to enable Keep Original (so as not to replace the existing objects).


text:
How to write a script to copy one key frame at the time from one armature to another?
I'm having issues loading Action from Armature A to Armature B because the first one has Euler rotation bones and the second has Quartenion.
If I manually copy all bones from Armature A and paste on Armature B in pose mode it works great.
but the Armature A bones has over 800 frames and I can't manually copy and paste each one of them.
Is there a way to write a python script to perform this by the Armature name?

I came across this script from this anwer: Question
and it works great if the armature of destination has Euler but since it is Quartenion if doesn't rotate.  I wanna use the code below but using the copy bones and paste instead of setting attributes.
import bpy

active_obj = bpy.context.object
ad = bpy.context.object.animation_data

properties = [p.identifier for p in ad.bl_rna.properties if not p.is_readonly]
objects = [o for o in bpy.context.selected_objects if o.type == active_obj.type]
objects.remove(active_obj)

for obj in objects :
    if obj.animation_data == None :
        obj.animation_data_create()
    ad2 = obj.animation_data

    for prop in properties:
        setattr(ad2, prop, getattr(ad, prop))

Here's an old brute force script of mine to convert euler kfps to quaternion.  Note it will add full wxyz keyframes for any frame that has any x, y or z euler rot keyframe point.
import bpy
context = bpy.context
scene = context.scene
arm_obj = context.active_object
#arm_obj = scene.objects.get("ArmatureName") # None if doesn't exist
# all pose bones
for pb in arm_obj.pose.bones:
    if pb.rotation_mode == 'QUATERNION':
        continue
    frames = []
    fcurves = []
    dp = 'pose.bones["%s"].rotation_euler' % pb.name
    for index in [0, 1, 2]:
        # search for rotation euler kfps
        fc = arm_obj.animation_data.action.fcurves.find(dp, index=index)
        # make a list of frames that have euler rot keyframes
        if fc:
            frames.extend([kfp.co[0] for kfp in fc.keyframe_points])
            fcurves.append(fc)
    # run thru and keyframe in
    for f in set(frames):
        scene.frame_set(f)
        pb.rotation_quaternion = pb.matrix_channel.to_quaternion()
        pb.keyframe_insert("rotation_quaternion", frame=f)

    # clean up by removing euler fcurves (will coexist ok)
    '''
    for fc in fcurves:
        arm_obj.animation_data.fcurves.remove(fc)
    pb.rotation_mode = 'QUATERNION'
    '''


text:
how can i add rigify sample or how to using rigify dev tools?
I trying to rig a series of character,these rigs have the same feature.
I found rigify had 'sample' to create meta-rig,then using mata-rig to generate rig ,controller and IK/FK bones.
Now 'sample' don't have option  what i need（my character‘s arm have 3 bones),i can create 3 bones arm has controller and IK/FK bones myself,but i want to add my 3 bones arm to 'sample' so when i rig different 3 bones arm character , i can save a lot of time to create controller and IK/FK.

i found rigify panel have rigify dev tools

where can i get tutorial to learn it?

check here it just saved as a bpy, the way to use is clicking run:)

Hi could you explain where "here" is? Your screenshot is severy cropped and it may not be immediately obvious where this is located. Also 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, that would be great.


text:
Network Render addon compositing issue
2.78
I have the network render addon setup but it is not working as expected. I have a blend file with a simple cube with a blur composite on it. Using Blender Render it produces the blurred cube. Sending it off to the master to get rendered causes a returned image(s) back to the client that is not blurred.
The master temp exr file is blurred on the server. The tmp exr output files on the slave is blurred, and the temp output.exr file on the client is blurred. However, the final animation/image (regardless of selected format) is not blurred.
in client.py line 446 and a few lines after...
result_path = os.path.join(bpy.path.abspath(netsettings.path), "output.exr")
        folder = os.path.split(result_path)[0]
        verifyCreateDir(folder)

        f = open(result_path, "wb")

        f.write(buf)

        f.close()

        result = self.begin_result(0, 0, x, y)
        result.load_from_file(result_path)
        self.end_result(result)

This writes out (on client) the output.exr file received from the master (file appears correct[blurred]). But the final output (PNG, AVI,whatever) that the client produces from this is NOT blurred (no composting). From the code I am assuming that self.end_result() loads the output.exr file and handles the integration into whatever format the client is wanting. However, I do not see how to use the composite layer.
The output.exr file has 3 layers (Composite.RGBA,RenderLayer.RGBA, RenderLayer.z). So, again, I am assuming the client is getting the wrong layer off the exr file or only using 1, but do not see where in the code this is happening.
The stdout from blender does show a warning for each output.exr it processes:
warning, channel with no rect set Composite.Combined.A

warning, channel with no rect set Composite.Combined.B

warning, channel with no rect set Composite.Combined.G

warning, channel with no rect set Composite.Combined.R

but the exr file does have a Composite.RenderLayer. Do I need to set something in the self.begin_result call to properly handle the it? set something in the result struc? Somehow set a rect for the Composite layer?
Thanks for any help.

Tracking things down led to client.py line 354
class NetworkRenderEngine(bpy.types.RenderEngine):
    bl_idname = 'NET_RENDER'
    bl_label = "Network Render"
    #bl_use_postprocess = False
    bl_use_postprocess = True #turning this to true enabled the blur and layer mask issue (not yet discussed)

I think the network render is a great feature, but could use some optimization. Seems to be a lot faster if you can use a shared directory, placeholders approach with no overwrite, and start multiple instances of blender on multiple machines (pretty fast renders). Cons: no management, oversight, and then have to manually put everything together at the end. Which is why I wanted to use Network Render since it has those features.  Might end up needing to custom scripts to maximize speed or integrate multiple calls to background blender render processes (not sure how to do that offhand from the given code)--if anyone has any thoughts on this, please forward them my way.

have you done any work on this?


text:
Why is my Subdivision Surface modifier acting up?
I'm new, great to be here!
I'm currently following this tutorial on how to model a cup in Blender, and I've run into a bit of a problem.
I get to the point when I have to use the Subdivision modifier [4:15 in the video], and a minor, yet very annoying detail pops up. Namely, this top edge right here:

Obviously, it's not supposed to be there.
The problem doesn't occur when I use the simple Subdivision modifier, only with the Catmull-Clark one. I followed the tutorial to the T, and still get a fugly-ass cup.
Help!

Tried to recreate your problem and i think you might have 1 extra loop cut there. Try to tab into edit mode, select all and then "remove doubles".


text:
Drag vertices without pulling other faces
So I have subdivided a face on a cube 9 times and I want to pull a certain area of the face backwards into the cube to make eyes. However, when I select certain vertices and bring them back, they pull the faces surrounding them back as well so they are slanted. Is there a way to only bring the faces that I selected back, so new faces are created on the side?
Thanks in advance!

It sounds like you're pressing g and then dragging the selected vertices. Instead, Press e to extrude new vertices from the selected points, and then drag. That will create the faces you want.

It looks like what you need is the Extrude tool. Key E and then either drag an arrow or key X (in your case) for the X-axis and drag or type in a value.


text:
Experiencing a problem with attaching armature to models
So I'm making a game in Unity that requires custom 3D models and after finally figuring out the basics, I've run into a problem that I have never been able to solve, even after watching several tutorial, videos and guides and asking around.
Basically I've made a model out of several objects and the only way I can attach the armature to the model is by setting the parent to the object and before I figured this out, I watched every tutorial and video that showed people being able to select the armature, then the object, press Ctrl + P and select Armature Deform > With Automatic Weights to deform the character and it's always worked.
Every time I try this though, I get a warning sign at the top of blender that says: "Bone Heat Weighting: failed to find solution for one or more bones" And none of the armature attaches to the mesh. So the only method I've been able to use that successfully attaches the armature to the model is by attaching each bone to each part of the model(head, neck, bicep, forearm, etc)
Now I've made a model from 1 object and the attach bone to object clearly isn't an option as the whole thing spins when I try to rotate the neck to move the head.
I'm very new to blender and this issue is driving me crazy as everyone seems to make this work by using the automatic weights but for some reason mine just doesn't work.
I'm using blender 2.74 and I would greatly appreciate any help from anyone since I keep hitting this brick wall.
This is what the model I made of several objects looks like that I've been able to rig via bone to object:
http://sta.sh/02ek0lcmsdys
And this is the model I made as one object:
http://sta.sh/01gl7whz17je
I'm very new here and I signed up so I can get help with this issue because I seriously just can't get past it :(

that can be doubled vertices or others... hard to know without the model itself

Can you upload your .blend file to Blend Exchange?

Okay, do I upload it then give you a link?

I'll send you a link to your youtube account since I'm not comfortable giving this model to the public.

@CraftyMaelyss Tried everything I could think of. No luck. Sorry.

@Shady Puck it's okay, I had to remake the model into separate pieces to rig it but I'll try to make something really simple and see if that helps P:


text:
How can I merge these faces more efficiently?
I'm trying to get a flat outside ring on this modified sphere for a 3d printing project. Currently I'm selected 3 faces at a time and then Delete (x) > Dissolve Faces (s). I don't mind the manual process but I would like to evolve my process for future use.

I'm trying to flatten this new faces to have a flat outer ring similar to an ibuprofen pill.

Either follow Shady Puck's technique or simply use Collapse Edge Loops operator
In Edge Selection mode use by default Alt + Mouse Select to select a full edge loop, then press X > Edge Loops

Ok, wow. That's really good! Def a +1 from me.

Luckily, there is an easy solution that solves both problems at once.
Key Alt +  RMB to select one of the three edge loops. Key Shift + Alt +  RMB to select the other two. You should have something that looks like the following.

Key X to open the Delete menu and select Faces.

This should leave you with something like the following.

Key Ctrl + Tab, then 1, or switch to Vertex Select Mode manually at the bottom of the 3D Viewport.
 -->
Use Alt +  RMB and Shift + Alt +  RMB again to select the edge loops on each side of the newly created gap.

Key W to open the Specials menu and select Bridge Edge Loops.

Ta-da!

"grow selection" (ctrl num+) is your friend here, too, and box select from an orthogonal view might be even easier. I guess grow selection makes it the easiest to keep symmetry.


text:
Subdivided mesh cube with texture
How can I create a subdivided cube with the texture shown on the example:

Do you have access to an Image texture to wrap around a cube? Hand painting it could take a long time.

My texture is created with cycles render , is not image texture

An option to achieve this look would be to use a musgrave texture as the factor of two diffuse shaders. For this example, a quick search for 'grid image' gave me an image to use for slight displacement, and to keep things simple as the wireframe node will give triangles, and freestyle didn't look too good either.
This is the image used for the grid:

The node setup is as follows, note that the musgrave is connected to the object output of the texture coordinate node, and the mapping node to the UV output as the cube is uv unwrapped.

Play with the scale on the musgrave texture to get a look that you like, likewise with your grid texture in the mapping node.
This should give you a starting point, hope it helps. Finished result:

You're welcome, glad to help @saded.

Thank's, for the image grid, are you send me?


text:
Issue with arraying an object along a curve
Here's what I'm currently seeing (note that the stretching as the array continues out isn't intentional. I wish the objects to all be button-like, similar to the one closest to the curve):

I've ensured all transforms/rotations/etc. are Applied to both the curve object and the arrayed mesh. All my origins are where you'd expect them to be. Any ideas?
Here is the .blend file, if it helps.

Key R, then Y, then 90. If you want them to continue to change shape, then you may have a problem, but if the following is good, then so are you.

Thanks. Why did that work?

@JoshuaKing The Curve modifier is very weird and relies on many strange inputs (LocRotScale mainly and probably more). Also, if my answer helped, please consider accepting it. Thanks!

Accepted, but how did you know that? Have you just run into exactly this sort of problem before?

@JoshuaKing Sort of. I don't think I've ever used a curve modifier and had it work perfectly on the first try, so over time I've developed a sort of instinctiveness in knowing what'll fix it. For you for now, I'd suggest trial and error. I still do a lot of that, too. :) There probably is someone out there who can tell you exactly why what I did works and how to replicate the results in the future, but I am not that person. Sorry.

Noted. In any case, here's what you helped me model:
http://i.imgur.com/2N1RbyF.png
I was shooting for something like this:
http://thumbs.dreamstime.com/z/gothic-stone-patterned-columns-architecture-supporting-intricate-arcade-screens-decorated-spiral-motives-armillaries-40509418.jpg

@JoshuaKing That's a very impressive model! I'm I may critique, you could use a Displace object modifier for the chips that have been weathered away. I talk a good bit about it here.

Let us continue this discussion in chat.


text:
How to keep the point density cache clean for an animation
I have a particle system, that is added as the source of the point density.
The problem I'm facing is that when trying to render it as an animation the point density cube around the particles sometimes renders as a solid volume scatter shader, that is not my purpose.
I tried to clear the cache by taking the animation to the starting point and pressing play, and then rendering. This solved the problem when trying to render one frame and it renders it as  a particle based point density, not a volume scatter cube.
Playing it from the beginning does not seem to help when trying to render several frames, and also did not help rendering it in sheep it.
What should I do to keep the point density cache clear so that it renders the particle point density and not the volume scatter cube ?

I’ve not tried to replicate it but the behaviour sounds like a bug. What version(s) of Blender have you tried this with? If it occurs at the latest daily build then can you put together a test case and report it to the developers? It might be something that can be quite easily fixed for the next release. Identifying and reporting bugs is a great way to contribute to the development as it helps resolve issues and make Blender more robust.

it´s blender version 2.91.0 , where do i report this bug to ? i think it might  appers because of somekind of complexity in my scene , should i send the scene as a test case ? how do i make a test case ,

See https://blender.stackexchange.com/a/140955/29586 - you can report a bug directly from within Blender and it automatically captures versions, etc.
If the problem can be replicated with a small number of steps from the default scene, that's best  - but don't know how practical that is in your case. This allows a developer to easily replicate the problem without having to rely on loading any additional files.So the first step is to simplify the situation as much as possible to narrow it down to the simplest case that still shows the problem.

will do that...


text:
Sculpted Object Doesnt Show in Edit Mode?
I sculpted a shark in sculpt mode, I then click preview on the Multi-res modifier and it just appears as a sausage shape thing with no fins or mouth etc that i added. How do i solve this?
Screen-shot from sculpt-mode:

Screen-shot from edit-mode:

Multires settings:

Thanks for any help you can give, Rob

ignore the right hand screen, here are some photos; http://imgur.com/sU0aaHi

and here is when i go to edit mode; http://imgur.com/JSqWpyM

and here is my settings on the right; http://imgur.com/8dJ98gF

I apologize for the wrong answer (deleted), as @MrZak pointed out, you cannot see multiresolution effect in Edit Mode, since there's no option to view it in Edit Mode to activate, unlike Subdivision modifier.

okay thanks, so is my object stuck like that? because i was following a tutorial for a school project and i need to make the shark move. when i render it will the sculpt appear?

The basic mesh is too low poly, I'm not sure it'll animate right anyways, so you can try copying the object, decrease the levels to a reasonable value to get more details for animation, try level 2 or 3, see if that works and apply the multires modifier, then you can bake the normal map from the high res object to the low res poly, this is the right way to get high details on an object that can be used for animation or a game. Please consider editing your question, remove the unnecessary parts of the images.


text:
How come when I play rendered animations all of my old animations play too?
Okay so I'm in a new project and I've animated a heartbeat, when I go to play that animation I see it, then after that all my other animations from old projects start player after it in the same window, why is this happening?
I cannot find an answer anywhere, it's really annoying!

Could it be that all your animations are frame sequence renders and that they have the same name and live in the same render folder? Blender will play any frame sequence that has a consistent sequence of numbers in the same folder.
To fix this behavior try creating new folders for each rendered sequence or at least different names each time you render.


text:
Grease Pencil: is it possible to have a vector-app like rendering?
I love Grease Pencil but I can’t find a way to draw with a really « vector » look; it always looks like a pencil drawing,with jiggly lines.  Which is nice most of the time; but here I want to have an « Illustrator » look : clean drawings, with an equal thickness everywhere.
Is that possible and how ?
Thanks!

I don’t know what you’re talking about, but if I do it with a mouse I always end up with lines of the same thickness, and even on a tablet I can turn the pressure setting off. Can you add screenshots to demonstrate what you’re looking for?

what @TheLabCat said + in Stroke menu, enabling stabilize stroke could help