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How to bake follow path constraint to animation keyframes

Hi everyone, I have been trying to bake a "follow path constraint" animation to keyframes in preparation for exporting to webgl formats. I have a path and I have added an object constraint "follow path" to my model, at which point it animates fine. I now have to bake this to key frames for use in webgl but i get nothing whatever I do with the bake options except an end and begining keyframe that are the same. I know this will be simple but I am just not seeing what I am doing wrong.
If you could provide any guidance I would be extremely greateful.
many thanks

You should enable visual keying, as it reads in tooltip: 'Keyframe from the final transformations (with constraints applied)'

That worked a treat. many thanks calambre


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Adding depth of field to Individual passes i.e Emission, Ambient Occlusion, mist, etc?
So I've been using the built in depth of field in blender more on my renders, however I notice this isn't transferred over to any of my passes, making it harder for me in my compositing stage. I've been looking for solutions or workflows for a few weeks but no luck. Is there a certain composting setup to achieve this, or a setting ? Any input on this would be very helpful and useful. Thank you.

You can create your compositing tree and add your DOP effect at the end so you can choose what is sharp or blurry using the Mist pass and a Defocus node. You can choose your plane of focus using a Color ramp like this:

source: Stack Exchange

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

sort: votes


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Blender 2.93.2 particles issue

When I add hair particle to my object it does not cover the object rather in goes to the center origin. I did try with blender 2.81, it does work fine. Someone help here I want to use blender 2.93.2 or latest version but I am stack here... can someone help how to get the hair on the object?

Weird, are you sure you only pressed add particle, hair and nothing else? Can you share your file if everything is set to normal?

I have faced this problem for two days now.. i have uninstalled all versions and I did install blender 2.81a and the hair worked well, then I uninstalled 2.81a and installed 2.93.0 then 2.93.1 then 2.93.2 and the last three gave me same error as above.

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


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Why is my mesh blue?
I'm new to blender. When I was trying to fix another problem I was clicking things kind of randomly and now I'm stuck with everything being blue. I've seen other people being advised to turn off the show weights in mesh display but if that's the case I don't know where to find it.

On the top right of your 3D view, click on the Viewport Overlays (double sphere icon) and see if the Face Orientation option is enabled

Maybe you did some sort of Material Override? What does it show in "Solid" View?

It was the Face Orientation. Thank you so much!


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Are there render layers in Blender 2.9?
I'm following this tutorial to put portals in Blender for a project I'm working on. Everything was going smoothly until I got to 9:33 in the video, where I have to set render layers for specific objects. The shortcut listed in the video is M, and should pull up this context menu:

But in 2.9, M pulls up this context menu:

I searched through all of the Properties menus and windows, and the closest I could find was the View Layers, but I didn't think that was correct. Are the View Layers correct? Did the developers just completely remove the Render Layers feature entirely? If both of those are false, where can I find the render layers?

View Layers have not replaced the former layers. Former Layers are now replaced by the Collections, which work differently (not so complicated though)

The old layers and the "new" collections essentially work the same way. It's a way to organize your scene, and toggle each layer on/off, nothing more. Collections are much more useful though, as you can clearly see them in your outliner, and toggle many properties of it, like viewport- and render display, holdout, selectability, etc, which apply to all items in that collection.
You can read all about collections here: https://docs.blender.org/manual/en/latest/scene_layout/collections/collections.html

Objects can also exist in more than one Collection at the same time


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I cannot export my mesh to OBJ, DAE or FBX
I just finished a game-ready character model with a relativily low poly count. I was going to export the object into Mixamo auto-rig when I noticed that my model was missing after I exported the model.
I tested going back to blender to upload my OBJ and FBX versions of the model into a new blender setup, when I did that nothing appeared again.
I checked my export settings and everything seemed to be right (selection only activated, applying different modifiers before export, etc). I also tried to export my model with DAE and my first error message appeared saying "no meshes have been selected".
Its weird because I HAVE selected it and troubleshooted most things, but I have still not found the solution. It seems as if the mesh itself doesn't exist?
Any ideas?

Can you add some screenshots showing what is in your scene/selected/your export settings? Are there any other useful error messages anywhere? A sample blernd file with https://blend-exchange.giantcowfilms.com/ could also be useful in finding the problem

There are no error messages, the only hint I get that I can tell is wrong is that the loading time of exporting the object is instant, as if I exported nothing. https://i.gyazo.com/c7667e12682130baaaf11b6814549737.png https://i.gyazo.com/fb5775001c56e3c485b99b540ed5771e.png https://i.gyazo.com/e1972a873e4dfc7ab8cb8dca4769876a.png https://i.gyazo.com/f2aa94db405280ebf0307729c2a67fd4.png

Also, for some reason I cannot share this blender file, "blend-exchange" tells me there is an error uploading it. :S

Another note: Tried exporting to Substance painter and it said that there are no meshes in the scene. https://gyazo.com/206acd5dc1ee8ac43f71f07f4676eda2


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White squares in eevee render
While I render using the new eevee engine, the render has squares in it.
I have Intel HD 620 integrated GPU and all GPU drivers are up-to-date. I can render it good in Cycles but not in Eevee? Why?

"I can render it good in Cycles but not in Eevee? Why?" https://blender.stackexchange.com/questions/123724/eevee-and-cycles-render-lighting-differences and https://blender.stackexchange.com/questions/120372/how-does-eevee-work

I found the problem. Can anyone close this question or should I delete it

You should post an answer below with the solution and a small description of the steps taken, so it can help others in the future

When I used add material option it added a principled bsdf node, I replaced it with Diffuse BSDF and it worked correctly. I don't know how. It's a possible workaround.


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Texture not showing in Rig
After the update of blender 2.8. A minecraft rig(Black Plasma's rig v2), I've been using not showing any texture(skin) on viewport and in rendered mode the texture(skin) is same on front and back of the rig. The minecraft rig works in Blender 2.79. It uses cycles.

I just did this and it worked for me, https://blender.stackexchange.com/questions/124225/blender-2-8-shading-textured-solid

The main reason is usually because Material is not selected under Viewport Shading.

But there may be other causes such as lighting, CPU/GPU usage, and other things.
*edit: This qualifies for blender 2.8 and 2.79


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Wrong normal map
No idea what is going on...
My normals are right. I have uv for the lowpoly. Low and high are together. Putted the image to the low shading editor.

Did you check in "Selected to active"?

Yes i have done that.

What exactly is not working?

The bake. The normal map looks like this


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Is it possible to edit 2 nodes at the same time ? In 2 windows

In each window one different node to edit, im trying to, but when i switch one the other one switches too...

Found it pick the pin on the far right.


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How to animate a gun?
How can i animate the reloding effect and the bullet shell effect like shell exploding out when firing do I have to make separate model of those shells and magazine?

Hi. Which specific part of this are you having trouble with?

I am having trouble with those exploding shells I mean how can I animate them like when you fire the amount of shells are not only one but many do I have to add every other bone for every shell or there is another method please help


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Attaching Weapons to the character
I am making a character in blender do I want to attach weapons to it do I have to attach them in blender by placing them to right locations or do I have to use sockets in unreal Engine 4 for attaching them to the character?

As this is more of an Unreal question than a Blender question, you should post this (and any future questions explicitly relating to Unreal) on an Unreal forum instead. However, I'll still give my two cents as the same concepts can be applied to other 3D game engines as well.
There are several ways of doing this. The way I'd do it is (assuming your character is rigged) is by adding another bone in the character's armature to the location on the character where you want the weapon to attach (we'll call this bone "HoldPoint") and create a rig for your weapon that has a bone where on it you want the weapon to be held (we'll call this one "WeaponHandle").
Then in Unreal code the weapon such that when it is picked up by whatever method you use to pick it up (i.e. keypress, walk into, look at object, etc.), teleport it to the bone HoldPoint, copy the rotation values of bone HoldPoint to bone WeaponHandle, and parent the weapon to that bone, so that after the code is run the weapon will continue to be held. To stop holding it simply remove the parent and your weapon will stop being attached to the player. If the weapon is rotated the wrong way when it is held, then simply rotate bone HoldPoint until it's the way you want it.

I think this would work but there's really no need to add the bone in blender. There are ways to do that inside unreal. Like OP himself said, you just add a "socket" that you can parent to a specific bone in the skeleton, and then you can parent the weapon to the socket. I believe that is the "standard" way, or at least the most common way it is done in the game industry.


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How to split unconnected splines into separate Curve Objects without bpy.ops?
The following code separates unconnected splines into individual curve objects just fine (as far as I can tell).
curve = bpy.context.object

if len(curve.data.splines) > 1:

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.curve.select_all(action='DESELECT')

while len(curve.data.splines) > 1:

    for point in curve.data.splines[0].bezier_points:
        point.select_control_point = True

    bpy.ops.curve.separate()

bpy.ops.object.mode_set(mode='OBJECT')

This code snippet is part of a much larger addon and I make a habit of avoiding bpy.ops so I don't have to worry about context or changing the active object.
Is there a relatively simple way of doing the same thing without bpy.ops or should I just stick to bpy.ops.curve.separate() for it's simplicity?


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How to register scripts in the startup/scripts folder if they are inside a Sub-folder?
I know I can place a script in Blender's startup/scripts folder and it will register when you open Blender, which is what I normally do.
However, I have a lot of scripts so I tried putting them in a sub-folder, but now Blender doesn't register any of them, it just can't see them. I would really like to use folders for organization purposes.
What would I need to make my scripts register from their sub-folder?
Maybe some sort of init.py at the startup/scripts level (outside any subfolder) that does something?

You need to register the script path in the file paths section of user preferences.

Won't that override the current scripts path?


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How to change Default Object Color in Source Code?
All new primitives have their default object.color set to white. Anyone know where to edit the source code so I can change the default object color to gray for example (.5, .5, .5) ?
Making a build is no problem, I'm just out of my league navigating the source code (I'm a python newbie).
This is the property you normally change inside of blender:

I believe you want "\blender-2.92.0\source\blender\makesdna\DNA_object_defaults.h"
but i have not verified
#define _DNA_DEFAULT_Object
{
/* Type is not very meaningful as a default, normally changed. */
.type = OB_EMPTY,
.color = {1, 1, 1, 1}, \

Works great, thanks a lot! If you post it as an answer I will happily up-vote it :)


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Convert a partial loop of faces to an edge ring with python
I'm creating a script that converts a loop of faces to an edge ring.
This is super easy if the faces loop all the way around because I just subtract the border loop and I'm left with the inner ring, but doesn't work in this situation.
How can I do this for a partial loop of faces with python? (see image)

This might not be the most elegant way of doing it but it works.
Also, I added a lot of extra stuff to account for odd situations, for example: when you have a partial loop of faces that suddenly changes direction (like an "L").
The point of all this was to integrate it into a bigger context sensitive tool that splits/subdivides your selection with a single edge loop and selects it (regardless of what your initial selection was) and that I can call with a single hotkey.
Next step... Modal operator!
Here it is:
import bpy, bmesh

context = bpy.context
ob = context.edit_object
me = ob.data
bm = bmesh.from_edit_mesh(me)

sel_mode = bpy.context.tool_settings.mesh_select_mode[:]

vert_sel = [v for v in bm.verts if v.select]
edge_sel = set(e for e in bm.edges if e.select)
face_sel = set(f for f in bm.faces if f.select)

#FACE MODE
if sel_mode[2] and len(face_sel) > 1:
    #Store the selected loop of faces as an edge ring
    contained_edges = edge_sel - set(e for e in bm.edges
                            if e.select and (e.is_boundary or not all(f.select for f in e.link_faces)))

    #Store the border loop of edges as well
    bpy.ops.mesh.region_to_loop()
    border_edges = set(e for e in bm.edges if e.select)

    #We're have to do some extra stuff just in case we only selected a partial loop of faces
    #or a partial loop that changes direction
    bpy.ops.mesh.select_all(action='DESELECT')
    for e in contained_edges: e.select = True

    #Extend and store the full ring because (contained_edges) is missing the first and last
    #edges of the ring if you only selected a partial loop of faces
    bpy.ops.mesh.loop_multi_select(ring=True)
    ring_edges =  set(e for e in bm.edges if e.select)

    #Extending the full ring gives us some corner edges we dont need if we changed direction so lets get them!
    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE')
    corner_edges = set(e for e in bm.edges if e.select).intersection(border_edges)

    #Update our ring edges. Still just in case we had a partial loop of faces
    ring_edges -= corner_edges

    #Lets just create a new Set at this point and do everything we need in one line. It works though!
    final_ring_sel = (border_edges.intersection(ring_edges) - corner_edges).union(contained_edges)

    bpy.ops.mesh.select_all(action='DESELECT')

    #Subdivide the final ring
    new_edges = bmesh.ops.subdivide_edges(bm, edges=list(final_ring_sel), cuts=1)

    #Select the new edges we created and extend the loop because there's a missing edge
    #whenever we have a corner
    for e in new_edges['geom_inner']: e.select = True
    bpy.ops.mesh.loop_multi_select(ring=False)

bmesh.update_edit_mesh(me)


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What's the best way of replacing a material in your scene with another one?
What's the best way of replacing a material in your scene with another one?
At first I thought I could simply bpy.data.materials['old_mat_name'] = new_mat, but that reference is read only so it throws an error.
Do I really have to comb through every object in my scene for material slots named old_mat_name and replace them with the new one?
Is there a better way of getting one material to match another exactly?

I don't know if there's a best way to do it since it depends on your file and workflow but :
import bpy

m_source = bpy.data.materials["Material.001"]
m_target = bpy.data.materials["Material.002"]

for obj in (o for o in bpy.data.objects if hasattr(o, "material_slots")):
    for slot in obj.material_slots:
        if slot.material is None:
            continue
        if slot.material.name == m_source.name:
            slot.material = m_target

There actually are material operators to copy/paste material settings but they require a handle on an active object with both materials so it might no be very convenient.
https://docs.blender.org/api/current/bpy.ops.material.html

Yeah I was hoping there was a better way but thanks for your response.

To change all objects with old material (brown) to new material (blue).

Go to the Outliner and select Blender File view.

Find the old material under Materials, right click it and select Remap Users.

Select the new material from the popup window.

Note that the new material does not need to be assigned to an object, it just needs to be present in the blend file.

You can do this with lots of stuff, including mesh data ;)  Very handy when you forget to instance and duplicate instead.


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Copy Location constraint is applied to all bones in armature even though I want to apply a different constraints to each bone
I'm working on a project where I'm using multiple tracking points to which I want to link bones that deform a mesh. I want to use a copy location constraint to link each individual bone to a different track, but whenever I apply a copy location constraint to a bone the constraint is applied to every bone in the armature. While working earlier the constraints were applied to just the bones I had selected but for some reason now it's applying it to all of them. I've looked through various forums but haven't found an answer. Any help would be greatly appreciated!
This is the tutorial I am basing my workflow off of (stage I am at is around 21:10) : https://www.youtube.com/watch?v=uNK8S19OSmA

are you sure you haven't given an Object Constraint to your armature instead of a Bone Constraint to your bone (those are 2 different tabs in the Properties panel)

Yes, you are exactly right! I'm sorry I'm an idiot, still getting used to the UI...

You have given an Object Constraint to your armature instead of a Bone Constraint to your bone (those are 2 different tabs in the Properties panel).


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how could i compile and update dependencies automatically?
I find this custom driver on templates / python / driver_functions
and I did it run.
But I realize that always I close and reopen the file, it need to be compiled and updated in the driver.
I try this but it doesn't compile in the open file and also I don't know how to update all dependencies after
import bpy
import os
import sys

if __name__ == "__main__":
    path = "F:/fILES/proyectos/bpy_study/Scripts"
    fname01 = "driver_functions.py"

    if path not in sys.path:
        sys.path.append(path)

    file01 = os.path.join(path, fname01)

    exec(compile(open(file01).read(), fname01, 'exec'))

It was easy to do, just turn on the checkbox register in Menu/ Text/ Register
and the next time to open blender it is run automatically

here's how I update dependencies.
obj.hide_render = obj.hide_render


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Converting a curve into a mesh does not copy over shape keys
Currently, I have a shape key for a curve that allows this coil to stretch.
Using the object menu, converting the curve to a mesh removes the shape key,
How do I preserve the shape key when converting the curve to a mesh?

I guess it's not possible, the curve loses its shape keys...

You can't preserve them simply.
What you can do is make multiple copies of the mesh, each from a different shapekey, and then join as shapes.

Make a copy of your curve object for each shapekey.  For each copy, set the value of one shapekey for the curve to 1.0 (or pin that shapekey.)

Select all of your curve objects and convert to mesh.

With all objects still selected, make sure your "basis" object is the active selection.  From the shapekey specials menu (the triangle to the right of your mesh's empty list of shapekeys, on properties/object data) select "join as shapes".

You can now delete all of the duplicates.  The original has all the other shapekeys as mesh-based shapekeys.


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how I could extrude an object so that it is not a 2D object?
Beginner in blender. Wanted to know how I could extrude this object so that it is not a 2D object. In other words I want to make this object able to be printed in a 3D printer.

Try the Solidifier Modifier.

That is a good idea but I'm trying to make it into a block-like object. Any other ideas?

Do you mean a block-like as in block of wood or built out of Lego? For the first one I would start with Solidifier Modifier, apply it and then manually edit the results. For the second one look at an Emitter using Volume, Grid and Object.

Possible duplicate of How to solidify photogrammetry model by filling it from inside?

Are you saying that screenshot is of a 2d object? I totally can't tell just from the screenshot. If you want to extrude stuff, just go into edit mode, select what you want to extrude, and hit E.

Before anything, make sure that the object is properly orientated. If the object displayed is like that because it's rotated in object mode, you should be able to get it out pretty easily. If not, I suggest you read this. You want the top flat surface to be perpendicular to the Z axis.
As for how I would go about this, with my 2D object (seen below):

Select the bottom edges that you want to extrude.

Press E to extrude them and press Z to lock that extrusion to the Z axis. Feel free to extrude them however much you wish, just make sure that everything is extruded down so that all the highest of the selected vertices (the ones you are moving down) is below the lowest of all the other vertices. Otherwise, you'd have those coming out the bottom of your object.

Press S to scale the selected edges, Z to limit scaling to the Z axis, and 0 to scale to 0.

From this point, it's just a matter of going around, selecting the open edges of your mesh and filling them in.

I hope this helps and if you have trouble, let me know in the comments.


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how to split an object into two
Beginner in blender. I am trying to split an object into two equal parts by bisecting it. However whenever I try to bisect it, Blender gives me the error message, "Selected edges/faces required." What does this mean and what should I do?

Bisect tool is described in Blender online manual but there are more precise ways to do it. You select, border or circle, exactly half of the faces or, when your object is large single quads, use Ctrl+R, select and then separate by selection.
I write this as Bisect doesn't seem to snap to edges which is vital when you want to halve and object and keep faces intact. The idea behind the Bisect tool is just to make a cross-section and that doesn't have to mean halves.

In Edit mode you need to select at least one face or one edge of your object, or the whole mesh, meaning you want to cut this face/edge/whole mesh. Then activate the Bisect tool. On the bottom of the Tools panel (on the left of the 3D View) you can enable some options. I guess the best is to leave everything as it is. Then to separate the two parts you've created, keep the cutting selected, then press V to rip, now you can select a half or the other with L. To make another object with one of your halves, select it and press P > Selection.


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How would you sculpt/model absimple character like this one?
I do not have much experience with Blender and zero sculpting skill. But i really want to make character like this. Where would you even start? What's the first step?

Is that all the references you got?:) It’s ok, it looks like the character is symmetrical enough. My advice is to analyze the form.
To give a few examples, the head is just an elongate sphere (not cylinder), the hat is basically a section of that sphere. The eyes are squashed spheres with the eyelid being squashed sphere sections. The teeth are a combination of a cylinder stretched in one axis with a spherical end. The mouth is a cut of irregular contour that sits on the top of the spherical head. You have to learn to obtain those forms from simpler forms.

I think the most important parts are the textures and the rendering.


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How do i make round bottle look more cubic with really soft edges?
I am a complete beginer. I was trying to model this 5 liter bottle and then realized it supposed be more squire - like in the included image. How do i do it? No way i can figure it out myself...
I know this model is a mess and not perfectly modeled but it'll do for my purposes. Just need it a little bit squared like in the image...

Start with an octagon
WS Subdivide  a copy of it
Make another copy, and S scale its orthogonal vertices in to make it squarer.
Make a copy of that, and subdivide it, too.
With the copy, instead of subdividing it, CtrlShiftBbevel all its vertices.

When making the variations, they won't be side by side as illustrated: shift them up in Z to keep them out of the way, and vertically lined up. You can ShiftD make copies of those to work with, any time you like.

You now have all the profiles you will need for your bottle, bar a bit of tweaking.
Now assemble the bottle vertically, working your way down by  E sometimes extruding from copies of your profiles, and sometimes using  Ctrl E > 'Bridge Edge Loops' between them.
You can use the shipped add-on Loop Tools > circle to make the profile circular at the neck.
The profiles shown here are: the neck, just above the ridge, and the smooth label area.
The closer the vertices on the profile are to one another, the sharper the crease in the final surface, after subdivision. You can vary the bevel on the squarer profile to achieve that. This example has 2 levels of Catmull-Clark, in a  Subdivision modifier, and the profiles are shown with the subdivision.

Thank you so much for your answer! I call job well done with this bottle of mine (don't know how to post a picture of the result though) Still have to figure out few things - material for the liquid inside and modeling the plactic handle... So much work for just one bottle :)


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How do i model this plastic handle?
Another question from a sad rookie:
I managed to properly model this 5 liter bottle (Thanks for the amazing guidance from a user in my previous question) and now i need a cap and a handle for the bottle. The cap is pretty easy to model but this plastic handle is a different story. I don't even know where to start — it is such a complicated object. I was thinking about modeling it with proportional editing — no luck so far... Any tips and tricks for this kind of work?

I am newbie in Blender, but if I am not mistaken you may create straight handle first then bend it with curve as well using curve modifier

Great thinking man! I still have to develop this kind of understanding of modeling. Thank you!

You probably should use curves to do this, as @R Palo has shown, because it makes it easier to go back and alter moves you made earlier; ( it's less destructive ). But this is the sort of way I would hack a one-off together for myself, if I knew there were going to be no changes.

X across, Y up. All the modeling is done flipping in and out of 2 levels of subdivision (Ctrl0 and 2 on the keyboard)

Starting with a 16-sided nGon circle, I Inset, verts J joined as shown
V rip the longitude, delete the inner face and right half, assign a Mirror modifier in X with 'Merge' and 'Clip' checked.
(From now on working on the left half,) select the horizontal radial
edge, CtrlShiftR spread a couple of
loops on either side to the right width to extrude a handle.
EX Extrude the
handle,AltM merge the inner-rim  vertices, and
X > Dissolve the edge to make the kite-shape shown..
CtrlR cut a loop across the handle, ready to
extrude downwards.
Extrude downwards, and put the 3D cursor roughly at the center of the arc you intend to make at the bottom. AltR Spin the bottom edge through a negative angle to roughly form the arc. Go into the tool's settings to adjust the angle, center and number of segments. (Center Z should be 0)
Same as 4, spin from the downward facing edge. SX0 Scale the vertices near the center line, so they weld together
CtrlR put in a couple of edge loops as shown.

E Extrude the whole shape in Z to form the base thickness of the handle... then  select the shown region of faces to EZ the finger-grip.
On the other side, select all the faces of the original ring and I inset, so you can select a region of faces to extrude down Z to make the neck.

Now you could just put a Bevel Modifier by 'Angle' to bevel all the sharp edges, but it would probably be more accurate to go round CtrlR putting in holding loops, GG sliding them close to soft edges to make them sharper.
Once you have some habits, and get to know how to avoid various 'gotchas', this stuff is a lot quicker to do than to describe.)

One option, when finished, is to bend the whole thing using a Lattice Deform modifier.

@IlezSnakeEyes don't tick me until you have! ( and.. psst... whispers anyway, I think you should give it back to Palo... I really wouldn't mind)

Very detailed answer.

This is how I would do it:

Create a bezier curve for the in the shape of the handle's profile. Life is easier if you put the object's origin at one end.

Create another curve in the shape of the handle.  To simplify things, I left the origin at the World Center and used a mirror modifier.

With the handle shape selected, go into the Curve properties, Geometry section and create a bevel, using the profile curve as the bevel object.

That should give you the basic geometry.  You could convert to mesh, add a solidify modifier and make any tweaks you wanted from there.


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How to place a bone on top of a face with same direction?

How do i place a bone on top of a face like on the picture?

This might help: https://blender.stackexchange.com/questions/184628/perfectly-snaping-and-aligning-two-objects-by-face-center-using-the-least-possib/184638#184638 You only really need Align Rotation To Target while snapping though.

Enable "Copy Attributes menu" addon it comes with blender.

Offset the bone as needed.
Select the bone and then the plane, then Ctrl+C and copy location and rotation

Also you can do the snapping on a face with rotation enabled:


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Magic Mouse Wheel
So, I've been working around this issue for a long time but now I really need a way to make this work properly since it's taking certain functions from my reach.
I use a magic mouse from Apple, and have both the 3 button emulation and 3D view presets corrected in User Preferences. However, when it comes to actually needing to scroll the wheel as a means for numeric selection, it simply doesn't work. For instance, after click ctrl+b (bevel) and potentially using the wheel to set the number of segments. Same thing happens with creating loopcuts for example.
I find it so strange that I couldn't find anyone referring to this problem but I'm hoping there's a quick solution out there and this is very frustating since in the case of bevelling I can't even find a keyboard alternative.
Thank you!

Instead of a mousewheel, you can use the - and + on the numpad. Hit ctrl-B, draw the bevel and hit - or + to add or substract. This also works for adding ring-cuts and to make the size of the Proportional Editing bigger/smaller. I work with Mac and use a Wacom-pen so i use this and works well. Just give it a try, hope this helps for you as well.

Thank you. However my keyboard doesn't have a numpad, I have the emulation turned on, which leaves me with no idea where the + or - end up. I tried the default + plus but it didn't work...

I believe that you then have to press fn-key and +key. Default doesn't work.

go to your user preferences - input - seek and change the bind of every thing that uses wheel up or wheel down.

This does not provide an answer to the question. Once you have sufficient reputation you will be able to comment on any post; instead, provide answers that don't require clarification from the asker. - From Review

why its doesnt i told him where to change the shorcuts?!

@MichaelBenDavid SE sites have a review system, This answer was flagged as low-quality because of its length and content  Consider if  the user has never changed a shortcut / keymap.


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Is it possible for 2 objects to be attached together but both objects are animated differently?
In other words, I am designing a flag that's falling off a tower, and I want to make the cloth part of the flat ripple as it falls while it is attached to the pole which is also falling.

Thats actually really simple. Just Parent your flag to your pole with Ctrl+P. Use pinning in the cloth settings and use Rigid Bodies for the pole or just animate it.


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Problem with vertex paint to .fbx
I have been trying to export a model with vertex colors, from a blender model to FBX.
(And then to Roblox)
So I found out (export with vertex colors property)
But, I cant seem to find the export with vertex colors in the FBX export dialog.
This person said that there was a property, but I cant find it.

If you want to use simple colors instead of textures, you can use
  Vertex Paint mode and color your model using this method. Roblox can
  import vertex colors contained in your model (if not, make sure you
  have ticked export vertex colors in the FBX/OBJ exporter dialog in
  Blender).

Please see picture;

The fact that no one is answering doesn't mean you need to post another question. It's not how things work on this site. As to the question - did you actually try to export colors via FBX? I see no problem in exporting them, if tthere aren't any options export without options and see how it works. In general FBX supports vertex colors

@MrZak, sorry! But I was impatient. Yeah, I tried to export, and the colors did not come up. I wonder what it is...

@MrZak, I tried with a few other models. All of them went either Solid Brown or Solid Red....

@MrZak, please help, this is very important for my upcoming game.

@DuarteFarrajotaRamos maybe you can help? Please read the other comments thanks.

Make sure to check import settings of FBX in your end application. From what I tried FBX supports vertex paint without checking any additional options, you just need to export mesh geometry, vertex colors will be exported via FBX. Some programs can require UV map for further import, try to unwrap and export. Anyway this question seems to be about import problems of 3-rd party application rather than export problems of Blender.

@MrZak, I am fairly new to blender, so I do not know what UV mapping is or how to do it. Is it a kind of making a texture out of a vertex color??

No it isn't. UV unwrapping is process of unfolding mesh. I'd advise to go through tutorials, here https://blender.stackexchange.com/questions/38651/what-does-unwrapping-a-model-do-and-why-is-it-important/38653 is introduction on UV map. Generally vertex colors will be exported out of Blender without any additional actions, my point was that it could depend on requirements of the end application


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I have an idea of blender plugin where can i post it
I have an idea of blender plugin [in details] where can i post this idea hope some one make it real

https://blender.community/c/rightclickselect/

I'm voting to close this question as off-topic because it's about an idea and not question about problem in Blender itself.

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


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Where is "volume" in world in blender 2.78?
I have Belender 2.78 and am trying to create fog in the world. Plenty of tuts on YouTube saying to go to World, then Volume, then add Volume Scatter. Only one problem. There isn't a "Volume" in World. In Blener Render or Cycles Render (and I'm using cycles).
Here is what's available under World, in this order:
*Custom Properties
*Preview
*Surface
*Ambient Occlusion
*Ray Visibility
*Settings
2.78 manual shows Volume in the list for World. Do I have a glitch copy?

Under surface, press "use nodes" and then instead of the surface being set to background, change it to volume scatter.

@Aidan you can consider clicking "accept" then the question will show up as having an accepted answer (and you get two more points!)

You will find the checkbox for "homogenous" at "WORLD" under "Settings" – at least with blender 2.79, but surely with 2.78 as well.

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


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Change camera from rectangle to square by center
Is there a way to change axis of scaling camera?
I have a rectangular render, but need to get identical square render. I simply need to cut off the left and right side of the camera view, but after changing camera settings, i get extra view space above and below my desired picture.
I am not interested in zoom-related solutions, since it and Focal Lengh would definitely differ from the original rectangular render.
Thank you in advance for your time!

The camera property Sensor Size is a measurement in the largest camera dimension. Therefore, to keep the same scaling, if you change the largest dimension (in this case, reducing from 1920 to 1080 leads to a reduction to 56.25%) to match the smaller dimension (eg, 1080) you simply need to adjust the Sensor Size to match te reduction in the maximum dimension.
Therefore, for default render dimensions of 1920x1080 changed to square 1080x1080, the largest dimension is reduced to 56.25% of its original size (1080/1920 = 0.5625) - so to keep the same scaling the Sensor Size of 32 should be similarly reduced as 0.5625 x 32 = 18.

Best way for me: set your output size to the required square dimensions. Then adapt the camera's focal length to get the required crop without changing the camera position.
Changing the focal length will not change the perspective, so the cube (and other objects) will still look the same (but the apparent size will change).

Just in case others are trying to find this setting in Blender 2.83: it is on the Output Properties tab of the Scene:

With this setting I was able to set the camera shape to a square.


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How can I see the python actions in Blender
Is there a way to see the python code generated when I do actions? I know that this may be a simple question but I just started using blender.

You can do this by dragging the top menu bar downwards and you’ll see the python code there as shown in the top of the snapshot below.


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Cycles GPU Compute won't render
I tried to enable gpu compute with opencl and it says "Loading render kernels this may take a few minutes the first time" when i click render and it just says that forever and never even renders and i have waited for an hour and the render still wouldnt start. there a way to fix it?

what graphics card do you have? there are some amd cards (like mine) that simply dont work with cycles.

I have AMD Radeon Peero 460 + Inter HD Graphics 530 on the new Macbook Pro 2016 and I also get this. I would really love to be able to render with the GPU on this machine. It was the same on my old 2012 MBPr and I really hope the blender team can fix this.

your gpu might not be compatible with cycles


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Weird Bug When Trying To Mirror Keyframes
For some reason, when ever I try to mirror key frames this happens and whenever I run the animation the legs rotation will be the same instead of the opposite.
why does it do this to the legs?

What is your goal here? What do you want to achieve by mirroring keyframes? I'm assuming, that you're trying to mirror pose and make a keyframe of it.Is that right? If so your armature probably is not symmetrized. It means, that symmetric bones on both sides of the body don't have symmetrical rolls. What you need to do is go in edit mode, select all bones of legs and arms, press W and choose Symmetrize. After that mirroring pose should work perfectly.


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Smoke Simulation Appears in Solid View, But Not in Renders
I can't get my smoke simulation to appear in renders. It does appear in the viewport in solid view. Why won't this smoke simulation appear in the renders?
This is the render on frame 766:

This is the solid view images displaying the settings of the smoke domain physics properties tab:

This is the solid view images displaying the settings of the smoke emitter physics properties tab:

Do you have a material for the fluid domain?

As @BlenderUser123 suspects, I would also say there is no material on the smoke domain.

Yes you are both correct this fixed it! I simply needed to add a material to the smoke domain.

This was actually extremely easy to fix, you just need to add a material to the smoke domain. Just go to the materials tab with the smoke domain selected and apply a material.


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Can't Bake Textures with Baketool on An Object with More Than 1 Texture
I have Baketool for Blender and I can't bake this object that has multiple textures. I plan on importing the object into a game engine like Unity so I have to simplify the texture nodes by baking them into simple images. Here is the object and screenshots of all of the materials and material nodes.

As you can see all of my textures only plug into Base Color, Roughness, and Normal, so I'm only setting 3 passes on Baketool: Diffuse, Roughness, and Normal.

The Roughness and Normal images look correct but the diffuse image is just black. I turned off direct and indirect lighting which should fix that problem but it's still black. I've attached my Blender file. Can someone please show me how to bake this object's texture so I can export it to a game engine?
https://drive.google.com/file/d/1lrYS0GZ8d5AMLjlb6QJMPM50EutC-W2R/view?usp=sharing

It turns out I was making a simple mistake. When you bake the texture, you have to turn the metallic slider to 0 and then it works.


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Trees Are Blurry in My Render (Cycles Blender 2.93)
I am using Blender 2.93 on Windows 10 and Cycles GPU on Experimental Settings.
I did a render that looks like this.

This is what the trees look like in solid view.

Why am I getting this blur in the render? Is there something wrong with my settings? I posted pictures of my settings below. Btw I added these trees to the landscape with a particle system based on a collections of trees from Max Tree.

Can you show you show us your camera settings as well? Maybe you turned on depth of field

Do you use any kind of denoising?

P.S: If you figure out, which settings led to this effect, please share them. I think it would be a nice touch for nightmarish or surrealistic scenes :-)

I ended up fixing it by turning "Render" in the "Sampling" dropdown up to 1024. It took wayyyy longer to render but it worked perfectly and without any artifacts.


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Blender to create a "skin" for a model?
I'm trying to create a 3D version of a skin for a phone, tablet, computer, etc., so I can render realistic looking images of them in Keyshot.  So I'm looking for a way to bring in a model of something like an iPhone (that either I create or purchase from someone), create a new part that would wrap around the area I need a skin to apply around, and keep a UV map of that skin so textures will wrap the way they would in real life.
Ideally I'd like to be able to create the skin part directly from the model of the device.
Is Blender a good tool to use for something like this, or should I be looking elsewhere?

well, it should be possible: from the device object mesh you can obtain a "skin" starting from a duplicate, and then scaling it up a bit, leaving holes where screen, buttons, mic and headphone jack (if is not an iphone 7 of course :D) are... but what is the ultimate goal? 3d print?

The ultimate goal for this is to use the part in rendering realistic images for our website.  If there was a way to create the skin from a model, and then flatten it so it could be cut from a sticker material, that'd be even better as it'd give me a closer starting point for the actual cutpath.  Flattening it isn't as big of a deal though, since I've got to create the path and test it anyway.

mmm no, I misunderstood what you meant, can you show or link an example image of the desired result?

The end result will look similar to this: link.  Where the wood  material would be the "skin" on top of the iPhone model.
Ideally, I'd be able to wrap a flat shape around it so the grain of the wood would look correct on the corners, similar to the outline of the path in this image: link

I dont' know if this at least partly answers, but this is a "skin" I built around a "phone" mesh... obviously very simple, and rough, that fits it nicely, because I built it as said above, duplicating the "phone" mesh, cutting "holes" where necessary, and then scaling it up a bit in every direction...

then, the skin cover could be decorated as needed, rendered etc.


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Rendering Clear Glass with Shadow Catcher and Transparent Background (Glass looks white instead of clear)
This is the coffee cup that I made and it is rendered with the cycles engine on top of a white plane:

This is the coffee cup that I made and it is rendered with the cycles engine on top of a white plane acting as a shadow catcher. AKA for the plane I selected "Object Properties" > "Visibility" > then checked the box "Shadow Catcher". I also checked the box labeled "transparent" under "film" in the "Render Properties" tab:

I am trying to composite this cup into a video (using davinci resolve) so I need the background to be transparent but the cup just ends up looking white instead of clear. Is there a way to make the cup have a shadow while still being mostly transparent?
Btw, I'm using Blender 2.83.5

Did you render/save the alpha channel?

How would I do that? Is there a way to export/save the alpha channel separately? The only place in this file that I see "alpha" listed is here in my composite node. https://imgur.com/dQBKG76

What format are you using to export the image? Try EXR.

Under "Film" also check "Transparent Glass"
You must use a Glass Shader on your glass, adding a Gloss Shader mixing a with Fresnel works, too.

It is possible to save the alpha channel separately.


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How Do You Flatten Terrain in A Uniform Fashion
I have a Blender file where I am trying to make the terrain flatter without causing huge divots and unnatural structures. So far the only thing I know how to do is select faces of the terrain, press g and move them downward on the y-axis but that just makes them look like huge mountain wedges into giant holes.
Here is an example:

I want to know if there is some sort of add-on or simple built-in functionality to gradually reduce the extremes of terrain topography.

You want to scale the geometry in a single axis.  Select the outside border, snap cursor to selection, set pivot point to cursor and orientation to global, s z move mouse confirm to scale constrained to global Z axis.

Probably also enable proportional editing while doing that.

You can also do this selectively by going into sculpt mode and using the flatten brush

@Nathan This fixed it perfectly! One more step, before you press s then z and move the mouse downwards, make sure you select at least 1 vertex and press a on the mouse to have all the vertices selected. Please make this into a answer so I can mark it as solved.

Yeah, I meant to select all, just didn't say it.  Feel free to add your own answer and mark as solved; this has been dealt with innumerable times already here (not your fault, you don't know what to search for), so I'm not really eager for this to get any more attention.

It is actually pretty simple. Select the outside border, snap the cursor to selection, set the pivot point to 3D cursor and set the orientation to global, make sure you select at least 1 vertex and press a on the mouse to have all the vertices selected press s then z and then move your mouse to scale to global Z axis.


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How do I make a messy sculpted surface smooth?
I have recently gotten into using the sculpting tab in Blender. I have always just used the layout tab, manually moving vertices, using modifiers, creating faces and edges, etc... But I have started getting into building more complex shapes and I think the sculpting tab is starting to become necessary.
I tried making a boat and I figured that I needed the sculpting tab to make the sloping rounded hull of the boat. This is me sculpting the hull of the boat:

To make it match, I deleted one side of the boat.

I used the mirror modifier to get the two sides to match

The issue is that you can't even out the messy surface after sculpting.

The surface is lumpy, and I need it perfectly smooth the way that boat hulls look. So is there something I can do to make the surface flush? Maybe take an average of the surface geometry and make a perfect curve?

Hey Christian, have you tried to work with a SubD-Modelling workflow?
This would remove the problem of bumpiness in your mesh.
If you want to still use the Sculpt i'd Recommend you to use the smooth brush on a low Strenght setting and adding a SubD Modifier on it.

Thanks for the info, I'm looking into SubD-Modelling workflow now

If you want i can post a solution for you with sub d Modelling workflow. Im not sure if it would be a valid Answer for you Question though (Stackoverflow Rules).

I would recommend you a SubD Workflow for smooth Geometry.
I'm going to show you in this example how you can model your ship.

Add a simple plane

Scale it along the Y or X axis until you have your full length

Apply the scale (Ctrl + A "Apply Scale")

Loop cut edges (Ctrl + S "Scroll to add more edges")

Repeat on other axis

Scale the most outer edges inward along your axis

Add a SubD modifier

In Edit mode, move the most inner Face along the Z-Axis down

To sharpen the Edges again, select them in Edit mode and change the crease setting

After that, it's up to you how you add the details (cutouts).

You can use the knife tool and increase the crease on each cutout again
or Apply the SubD and remove Faces where necessary.


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Is there a way to open a .zprj file in Blender?
None of the Blender's importation options can take care of the .Zprj file that I have downloaded, as it is never displayed in the file browser.
How do you proceed to open such files ?
Thanks !

I think .zprj file is a specific file for marvelous designer, as you cant open for example maya .ma because it means to be for maya only. So no, you have to open it in marvelous designer and covert it into other universal format as OBJ or STL

@Fowl would you make an answer out of that to close the question?

.zprj file is a specific file for marvelous designer, as you cant open for example maya .ma because it means to be for maya only. So no, you have to open it in marvelous designer and covert it into other universal format as OBJ or STL


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Snap an animated rig to another static rig position while keeping the animation of the first one (MoCap, Kinect)
I'm trying to make motion capture thanks to Royal Skies' tutorials, using a Xbox One Kinect. Here's the tutorial part (1,38min in total) : https://www.youtube.com/watch?v=2FGu-g8qsww
So I have a Kinect rig, which is animated.
I also have a character with his proper rig.
So I need to put every bone of the Animated Kinect Rig at the same position of their equivalents in my character rig. Then I just have to check that my animation still works well before linking both rigs together but it is not the subject here
So Royal Skies goes in Edit mode, select a bone and snap it to the correct position, in Front View.
If I do the same, and then check the animation of the Kinect Rig, it is completely messed up, especially because of the UpperArm Bones. Of course, before the snapping step in Edit Mode, the animation is perfectly captured by the Kinect rig. Please check my gif to see what it looks like : https://ibb.co/kSVmfBq (yes there's a big offset between the rigs while playing the animation but thats not a problem).
I have two ideas:

It is a Bone Roll problem. In fact, snapping a Kinect bone to the
position of my character's rig bones changes the bone roll. But
first, resetting the bone roll to the original one (by writing it on
paper before snapping a bone) does not fix the issue. Secondly, I
tried every "Recalculate Bone Roll" option, and it does not fix it
either. I really don't want to enter a "guess the bone roll angle"
game here.
My character rig is in A pose, whilst the Kinect rig is
in T pose. Maybe it is part of the issue. I don't want to set my
character to a T pose.

Anyway, can you help me please, I'm running out of ideas here...

To understand your problem, let we simplify: suppose that rotating the left arm from T pose to A pose is happening with a 45 degrees rot on X axis arm bone; 90 degrees will take the arm vertical, along the body. If the animation data store a value of 90 starting from a T pose, the same animation data will take the arm inside the body if applied to an A pose rig.
So there are many ways to solve the problem. The simpliest is to set your character to a rest T pose, matching the Kinect rig rest position (as it is in the video tutorial).
If you really don't want that you will have to create an empty in the loc of the Kinect bone and child of it. Then you set a copy rot constraint to your CharacterBone targeting the empty.
Once the setup is established you set the Kinect rig in rest pose and rotate the empty until the two arm bones are perfectly aligned in their T pose, so that when the animation says 0 degrees you get a T pose, when it says 45 degrees you get A pose, when it says 90 degrees you get the arm along the body, as expected.
You will have to trim the empty on the other 2 axis of rotation also, and repeat the operation for all involved bones.

Ok so I wasn't wrong saying it is a roll + T pose issue ?
At the end of the day, I have to guess the value of every new roll degree, for each bone. Damn. I was afraid to receive that kind of answer...
Can't I just manually roll each bone so that it matches with the original animation ? I'll try it before giving a try to your answer (which is a little bit complicated for me haha)
Thx

Roll is not enough, it's only one of the three  wrong rotations in rest pose.

Ok, I'm not sure I've understood everything you explained earlier, but I'll give it a try

Ok I've made a lot of tries, and yeah, you were absolutely right saying that reshaping the character and all of its clothes in T-pose was the easy way to go hahaha. I had bad times trying to figure out how to make my rig properly follow the kinect rig. It was never perfect in the end. So I've decided to go for the T-pose. Thanks a lot for your help !


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Sverchok || Make a switch stick to its position for X frames (i.e create a trigger/buffer)
(Maybe the title is not accurate)
Hi,
I'm trying to find a way to create a kind of buffer in sverchok, for a animation project. With the timeline playing in Blender, once a event occurs (every 25 frames for example), I need a node to trigger for a given number of frames, during which a group of nodes will randomly select some meshes and perform simple deformations on those.
I use a switch to "trigger" the selection + deformation process. But this switch goes back to it's position as soon a the frame changes. So my selection only holds for 1frame, and the mesh deformations are made on a 1 frame long basis.
Is it possible to make it "hold" its position ? Is there any other way to achieve this ?
A quick example to illustrate what kind of thing I'm trying to achieve : you have 30 meshes in the viewport, you hit play in the timeline, and every 25 frames you need 5 randomly selected meshes to rotate then come back to it's original position for a 10 frames duration of animation.
So :

Frame 0-25 nothing happens,
Frame 25-35 there's 5 meshes that rotates and come back to their original position,
Frame 35-50 nothing happens etcetc.

I hope someone has a solution, I've searched a long time for this, and I really need to find a way to do this...
Thanks a lot !

If i understood you right, you can get it with this node setup:

result:

Thanks a lot, it worked like a charm, and I've learned a lot too : making the seed and the modulo "counter" synchronised for the same period of time allowed me to get rid of the switch. Honestly, I would have not guessed that on my own. Thanks again

You are welcome


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Access geometry nodes attribute with Python
I tried to access a custom Attribute from a geometry node setup in Python API after evaluation of the modifiers. But I only can find the vertex data.
In this example I want to access the attribute "test" as seen in the spreadsheet.
Python code is as follows:
import bpy

dgEv = bpy.context.evaluated_depsgraph_get()

for obj in bpy.context.selected_objects:
    object_eval = obj.evaluated_get(dgEv)

print(object_eval.data.vertices[0].co)

Result in system console:
<Vector (0.5000, 0.5000, 0.5000)>

My Blender version is: 2.93.0 (Debian 11 Linux)
Can anyone help me?
Thanks.

foreach_get
For a quick way to fill a list with attribute values, without iterating in python
Python : Custom Attribute for Vertices
>>> ob = C.object.evaluated_get(C.evaluated_depsgraph_get())
>>> me = ob.data
>>> n = len(me.attributes['test'].data)
>>> vals = [0.] * n

>>> me.attributes['test'].data.foreach_get("value", vals)
>>> vals
[10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0]

>>>

Similarly to get the coordinates, as shown in  How to get the base dimensions of an object (ignoring all of it's modifiers)?
>>> import numpy as np
>>> coords = np.empty(3 * len(me.vertices))
>>> x, y, z = coords.reshape((-1, 3)).T
>>> x
array([ 1.,  1.,  1.,  1., -1., -1., -1., -1.])

>>> y
array([ 1.,  1., -1., -1.,  1.,  1., -1., -1.])

>>> z
array([ 1., -1.,  1., -1.,  1., -1.,  1., -1.])

With bmesh
The attribute layers are also available via bmesh.
>>> bm = bmesh.new()
>>> bm.from_object(C.object, C.evaluated_depsgraph_get())
>>> test = bm.verts.layers.float['test']
>>> for v in bm.verts:
...     v[test]
...
10.0
10.0
10.0
10.0
10.0
10.0
10.0
10.0

Note: Results above for only geometry node modifier as in question, without sub'd.  With level 2 sub'd would be 98 verts

You can access it like this:
object_eval.data.attributes[0].data[0].value or
print (object_eval.data.attributes["attributeName"].data[0].value)

to get the first value.
object_eval.data.attributes[0].data[1].value

-> 2nd value
object_eval.data.attributes[1].data[0].value

-> first value of 2nd attribute

You make me playing around for the first time with blender scripting. So far I was only able to get the field name using (found via autocomplete):
>>>print(object_eval.data.attributes[0])
<bpy_struct, FloatAttribute("test") at 0x7facac45e400>

Now all you need is find a way to access the value of the attribute.


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Unable to use sculpting tools on objects I have made
Hi just signed up as I am very new to blender and I have made something in object mode which I know want to make changes to in sculpting mode however nothing is happening when I try to use the sculpting tool. Has anyone got any solutions to this problem? Thanks for your time

When you enter sculpting mode, you still need enough geometry to sculpt with, so either add more geometry in edit mode, use voxel remesh(ctrl+r in sculpt mode) or use dynotopo in sculpt mode(ctrl+d)

Depends on what exactly it is you created. But, it sounds like you need more vertexes. I usually subdivide the object (in edit mode) to create more vertices.
Default cube:

Subdivided Cube:

Sculpted Cube[with extra subdivisions]

This is an example. But, more vertexes = more articulations (typically).

Of course what you need to do is subdivide to add more topology.
You can do this by adding a sinple subdivision modifier or subdividing in edit mode(as the other answers said), but one is irreversible and the other leaves out a lot of options.
The Best Way to do this
Multiresolution Modifier
Under the modifiers tab, add a multiresolution modifier, click simple a couple of times. If you want your objet to be smoothed, then click subdivide instead. You can even click simple and then subdivide to create an object with only the corners smoothed. You can set a different resolution for sculpt, viewport and render.


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Send item to Sketchup with brushed metal material
I'm new at this stuff, so I'm trying to send stuff to sketchup with a brushed metal detail. But the brushed material doesn't show on the preview. What is it I'm doing wrong? Do I have to bake it? How do I bake brushed metal, which I'm trying to do?


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Random Green Dot In Screen
New to Blender 2.9.
How do I remove this green dot, which appears in object mode and renders preview?

This is the Origin of the last selected object, if it's really annoying you can remove it from the viewport overlay menu on the bottom right in your case.


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How to change orientation of axis in Blender?
I'm trying to get parity between the axis orientation between UE4/UE5 and Blender and I am noticing that the two programs flip +X with -X. Observe my image. Is it possible to change the orientation of the axis in Blender?

As far as I know, Blender is based on a Z-up Cartesian-Right orientation which is meant for maximum compatibility with CAD softwares and cannot be changed within blender. If you need special orientations for your exported objects, most of the export formats have options that allow you to export to different coordinate systems (ie Y-up, -X forward, etc...).


text:
Specific floor - how to do?
could someone help me to achieve this specific floor? I'm trying with the Noise Texture but I don't know how to do the metalic edges.

If you follow the answer above, just increase the Randomness (currently at 0) of the Voronoi Texture connected to the White Noise texture to make your ground less "grid-like" and more like what's in your image.

Thanks! This is it!


text:
How to get this effect?
how to do exactly the same effect? I tried with transmissions, etc., and I cannot find the right shader.

I took the Color output of a Noise Texture and multiplied it by itself, and then cranked the Saturation.  Feed it into both a Principled Volume and a Principled BSDF with a low Alpha value.

To match your photo you will probably have to mess with the Alpha and Density a little more than I have.


text:
Why cannot see outline, vetex, and faces in viewpoint shading
I am trying t edit my object through the viewport shading. But couldn't see any vertices and faces from it. Alt+ A gives a too detailed line out. What I wanna see are only the basic outlines.

maybe disable the modifiers for the moment?

it‘s alt + z. not alt + a. sorry

The modifiers have 4 icons next to their names. Click the 2nd icon from left to disable the modifer in edit mode.

Thank you so much!!!!! Problem solveddddd


text:
How to get the base dimensions of an object (ignoring all of it's modifiers)?
I'm trying to code a function that gets the base dimensions of an object that has multiple modifiers applied.
Sure, I can turn all the modifiers off, get the dimensions and then re-enable everything, but I'm wondering if anyone knows a different solution.
I tried with the bounding box but that is also affected by the modifiers. I also tried using the mesh data object.data.dimensions but meshes don't seem to have the "dimensions" attribute.
Any ideas, elegant or otherwise?

Look at the mesh coordinates.
The unmodified dimensions of the mesh can be obtained from the mesh.
import bpy
import numpy as np

ob = bpy.context.object
me = ob.data

coords = np.empty(3 * len(me.vertices))
me.vertices.foreach_get("co", coords)
x, y, z = coords.reshape((-1, 3)).T

mesh_dim = (
        x.max() - x.min(),
        y.max() - y.min(),
        z.max() - z.min()
        )

print(mesh_dim)

Could use this to give a mesh a dimensions property
import bpy
import numpy as np
from bpy.props import FloatVectorProperty

def get_mesh_dims(self):
    coords = np.empty(3 * len(self.vertices))
    self.vertices.foreach_get("co", coords)

    x, y, z = coords.reshape((-1, 3)).T

    return (
            x.max() - x.min(),
            y.max() - y.min(),
            z.max() - z.min()
            )

bpy.types.Mesh.dimensions = FloatVectorProperty(
        name="Mesh Dimensions",
        get=get_mesh_dims,
        subtype='XYZ',
        unit='LENGTH',
        )

python console code, default cube, arrayed subsurfed spun and hung.
>>> C.object.data.dimensions
Vector((2.0, 2.0, 2.0))

Thanks for taking the time to explain with so much detail. This will help me in so many ways. I didn’t know you could create custom properties like that. Bless you!

NP! Thanks, the feedback is appreciated. Scratch that re texture size, what was I thinking uses normalized size.


text:
How to control spacing/alignment of Label + Horizontal Enum Property?
I would like to achieve the layout of this panel but I'm having some issues. The example is from blender's Bevel Operator. As far as I can tell it's just an Enum Property without the enum_flag since only Vertices or Edges can be selected at a time:

First attempt:
layout = self.layout
row = layout.row()
row.label(text='My Prop');  row.prop(self, 'enum_prop', expand=True)

Looks pretty similar, just gotta align the label to the right.

Second Attempt:
layout = self.layout
row = layout.row()
split = row.split(factor=0.4)

left_col  = split.column(align=True)
right_col = split.column(align=True)

left_col.alignment  = 'RIGHT'
right_col.alignment = 'CENTER'

left_col.label(text='My Prop'); right_col.prop(self, 'enum_prop', expand=True)

Well, I managed to align things into columns but my Enum Prop is suddenly vertical. I figured I wasn't giving it enough room with the Split factor but that wasn't the case. How can I achieve the result from the first image?
(Label aligned to the Right + Horizontal Enum Prop)
EXTRA INFO:
If anyone is wondering, here is how I created the property:
enum_items = [  ('ON',  'On',  'Description1'),
                ('OFF', 'Off', 'Description2')]

enum_prop: EnumProperty(name='My Prop', default='OFF', items=enum_items)

Just set layout.use_property_split property in your draw method to True:
def draw(self, context):
    layout = self.layout
    layout.use_property_split = True
    layout.use_property_decorate = False  # No animation.
    ...

Custom Panel
Example based on the add-on template from: How to create a custom UI?

bl_info = {
    "name": "Add-on Template",
    "description": "",
    "author": "p2or, brockmann",
    "version": (0, 0, 3),
    "blender": (2, 80, 0),
    "location": "3D View > Tools",
    "warning": "", # used for warning icon and text in addons panel
    "wiki_url": "",
    "tracker_url": "",
    "category": "Development"
}

import bpy

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       Menu,
                       Operator,
                       PropertyGroup,
                       )

# ------------------------------------------------------------------------
#    Scene Properties
# ------------------------------------------------------------------------

class MyProperties(PropertyGroup):

    my_bool: BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False
        )

    my_int: IntProperty(
        name = "Int Value",
        description="A integer property",
        default = 23,
        min = 10,
        max = 100
        )

    my_float: FloatProperty(
        name = "Float Value",
        description = "A float property",
        default = 23.7,
        min = 0.01,
        max = 30.0
        )

    my_float_vector: FloatVectorProperty(
        name = "Float Vector Value",
        description="Something",
        default=(0.0, 0.0, 0.0),
        min= 0.0, # float
        max = 0.1
    )

    my_string: StringProperty(
        name="User Input",
        description=":",
        default="",
        maxlen=1024,
        )

    my_path: StringProperty(
        name = "Directory",
        description="Choose a directory:",
        default="",
        maxlen=1024,
        subtype='DIR_PATH'
        )

    my_enum: EnumProperty(
        name="Dropdown:",
        description="Apply Data to attribute.",
        items=[ ('OP1', "Option 1", ""),
                ('OP2', "Option 2", ""),
               ]
        )

# ------------------------------------------------------------------------
#    Panel in Object Mode
# ------------------------------------------------------------------------

class OBJECT_PT_CustomPanel(Panel):
    bl_label = "My Panel"
    bl_idname = "OBJECT_PT_custom_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tools"
    bl_context = "objectmode"

    @classmethod
    def poll(self,context):
        return context.object is not None

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        scene = context.scene
        mytool = scene.my_tool

        layout.prop(mytool, "my_bool")
        layout.prop(mytool, "my_enum", expand=True)
        layout.prop(mytool, "my_int")
        layout.prop(mytool, "my_float")
        layout.prop(mytool, "my_float_vector")
        layout.prop(mytool, "my_string")
        layout.prop(mytool, "my_path")

# ------------------------------------------------------------------------
#    Registration
# ------------------------------------------------------------------------

classes = (
    MyProperties,
    OBJECT_PT_CustomPanel
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    bpy.types.Scene.my_tool = PointerProperty(type=MyProperties)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()

Custom Operator
It's basically the same for the redo panel, you would have to create an extra row though:

import bpy

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"
    bl_options = {'REGISTER', 'UNDO'}

    my_enum: bpy.props.EnumProperty(
        name="Dropdown:",
        description="Apply Data to attribute.",
        items=[ ('OP1', "Option 1", ""),
                ('OP2', "Option 2", "")])

    my_float: bpy.props.FloatProperty(
        name = "Float Value",
        description = "A float property",
        default = 23.7,
        min = 0.01,
        max = 30.0)

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

    def execute(self, context):
        print(self.bl_idname)
        return {'FINISHED'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        row = layout.row(align=True)
        row.prop(self, "my_enum", expand=True)
        layout.prop(self, "my_float")

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

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

if __name__ == "__main__":
    register()

    # test call
    #bpy.ops.object.simple_operator()

Thanks, it works perfectly. I will study the link you shared more closely. Blender's built-in templates were not as helpful. Thanks again!

Glad I could help @ArmoredWolf


text:
how could I turn active a bone in ui header? (blender 2.79)
I want to make something like a feedback tool, but I can't assign the active bone in the ui Header.

What could I do to achieve it?

this is the code:
bl_info = {
    "name": "UI_Study",
    "description": "Study.",
    "author": "José Vargas",
    "version": (1, 0),
    "blender": (2, 79, 0),
    #"location": "VIEW3D_HT_header",
    #"warning": "", # used for warning icon and text in addons panel
    #"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
    #            "Scripts/My_Script",
    #"tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
    "support": "JV",
    "category": "Armature",
}

import bpy

class VIEW3D_HT_issue(bpy.types.Header):
    bl_space_type = 'VIEW_3D'

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

        row = layout.row(align = True)

        obj = context.active_object
        s_bones = context.selected_pose_bones
        bone = context.active_bone
        mode = obj.mode

        if mode == 'POSE':
            if len(s_bones) > 1:
                row.alert = True
                ### remove it and use below
                row.prop(bone,"use_deform",text = "DEF", icon = "GROUP_VERTEX")

                for b in s_bones:
                    b_nam = b.name
                    # armature
                    arm = bpy.data.armatures[obj.name]
                    # get the bone
                    d_bone = arm.bones.get(b_nam)
                    # make it active
                    ### star issue
                    arm.bones.active = d_bone
                    # check if it the active bone is using deform
                    bone = context.active_bone
                    # count the bones with use deform active
                    if bone.use_deform == True:
                        conta += 1
                # all
                if conta == len(s_bones):
                    rrow.prop(bone,"use_deform",text = "DEF", icon = "FILE_TICK")
                # ones
                elif conta > 0 and conta != len(s_bones):
                    row.prop(bone,"use_deform",text = "DEF", icon = "ERROR")
                # no ones
                elif conta == 0:
                    row.prop(bone,"use_deform",text = "DEF", icon = "CANCEL")
                ##### end issue
            else:
                # this works well
                row.alert = False
                if bone:
                    if bone.use_deform == True:
                        row.prop(bone,"use_deform",text = "DEF", icon = "FILE_TICK")
                    else:
                        row.prop(bone,"use_deform",text = "DEF", icon = "CANCEL")

def register():
    bpy.utils.register_class(VIEW3D_HT_issue)

def unregister():
    bpy.utils.unregister_class(VIEW3D_HT_issue)

# para correrlo como script
if __name__ == "__main__":
    register()

this is the error:
line 45, in draw
AttributeError: Writing to ID classes in this context is not allowed: Armature, Armature datablock, error setting Armature.active

the file:
https://blend-exchange.giantcowfilms.com/b/KjNApQ8D

Use the draw method to draw UI elements only  Cannot set properties of ID elements in draw method (the error  arm.bones.active = d_bone  Do you need this? ).  Use operators or property update methods to assign values.

Select active bone in pose mode from UI
Use the draw method to draw UI elements only Cannot set properties of ID elements in draw method (the error arm.bones.active = d_bone ).
In general, Use operators or property update methods to assign values
To set the active bone in pose mode from the UI, can simply put the "active" property of the armature bones collection into the layout.
Below I've used a UI_Layout.prop_search there may be a template that also does similar.
    def draw(self, context):
        layout = self.layout

        obj = context.object
        arm = obj.data

        row = layout.row()
        row.prop_search(arm.bones, "active", arm, "bones")


text:
Texture isn't showing up
I've spend all my yesterday painting a model, but today when I load it up the texture is no longer fully showing - instead, I only see the base color I picked when creating the texture. In the "Active Tool" I can still see the mini-icon of the the full texture, so I stil quite hope the work is not lost.
Thanks for any help, and sorry for my poor English

If you did not save the image texture externally first, you will not have access to the image when you reload the file. I only know this because I have done this many times myself!
In order to maintain the file, save it from the image editor:Image > Save As.
Then choose a location on your drive to save the image.
When you paint on it again, you will be able to see it when you reload the file, and remember to go to Image > Save every so often so you don't lose any work!


text:
I don't understand how to import texture files in Blender
So I downloaded a 3D model from https://sketchfab.com/3d-models/midas-fortnite-100-tier-s12-bp-skin-23ca8a5c57674b7d984e802e2ed4a436
I downloaded it because I recently downloaded Blender, And I figured out how to Import the .fbx but not the textures...
Can someone help me please?

do u know how to switch to render mode or look dev mode , alot of models can actually read the attached textures , or else , you can go to the materials tab , on the base color change it to image texture......

When you try to import the FBX file into Blender (2.90) you get an error. The mesh is not bound to the armature and the materials are missing.
But the textures are included in a separate folder. They are Fortnite specific and some of them are multi-channel textures. I found some info about the Fortnite Texture Format on reddit. The letter at the end of the filename means:

_D = Diffuse (Base Color/ Albedo alternatively)
_M = Misc or Mask (Red Channel = AO, Green Channel = Rim, Blue Channel = Subsurface Coloring)
_S = Spec (Red = Spec, Green = Metal, Blue = Roughness) - Set to None Color Data.
_N = Normal (None Color, Invert Green Channel for OpenGL Normals in programs like Blender)
_E = Emission Texture (May need to seperate channels for different texture)
_FX = Effects Texture/Mask (Used to apply emission in particular areas, and effects while ingame).

With this info, you can solve the puzzle:

the yellow pistol has only a Normal texture.
the body has a Diffuse & Normal texture.
the head has a Diffuse, Effect (for the glowing left eye), and Spec multi-channel texture.
the hair has a Diffuse, Normal, and Spec multi-channel texture.

Now you just need to create 1 material for the gun and 3 materials for the model (body, head, and hair).
To assign the 3 different materials, select the model, switch to Edit mode, and hover the mouse over the head, and press L to select the loose parts. This will select the entire head. Then assign the selected mesh to the material. Repeat the step for the hair.
Finally, you just have to feed the Principled BSDF with the textures for the different materials. With the Separate RGB node you can split the multi-channel values.
Don't forget to select Color Space: Non-Color for the normal and multi-channel textures.

One option is, to go to the shader tab, and drag and drop image texture files into the node viewer.
But there are a lot of ways to do this. You might want to check this for a basic understanding of (pbr) materials and textures.
cheers


text:
Blender won't render... All White
I have no bloody idea what setting I changed or what but the file used to render fine and now when I press F12, it instantly spits out a "finished render" of pure white. I've worked so hard on this animation. I can't redo it all in another file.
Oh and other files render fine.
Thanks!

Perhaps similar to this question

or take a look at the Outliner to check if something is hidden in viewport but visible in render

Neither of those, unfortunately. I think I've tried everything I could find.

Do you mind sharing the file so I can take a closer look? https://blend-exchange.giantcowfilms.com/

Read through the many different options on these links: https://blender.stackexchange.com/questions/56020/my-camera-view-and-renders-blank and https://blender.stackexchange.com/questions/67490/why-does-my-object-not-show-up


text:
Undo aka ctrl + z is a pain on my system with Blender
Any idea why undoing (ctrl+z) something as simple as scaling an icosphere just kills blender? My fans spin up like crazy. Is this a bug or just how it is? I'm pretty new.

What's your spec? It might be the problem. I have 4 GB of RAMs, GeForce GT 720, and i3 CPU and they work fine

i5 6600K, 16GB Ram, GTX1080

Consider Blender undo/redo as an automately backup system, they read all data in previous step and load all of them directly. (2.8x)

 (2.9x add some optimized method to it, see the link below)

 (2.7x and below is another system)

memory management - Poor Undo Performance: Blender 2.9 - Blender Stack Exchange
⚓ T60695 Optimized per-datablock global undo

Handling time will depend on your memory accessing speed and your data 'size'. In some situation, undo/redo can be bulky:

Large amount of meshes vertices
Low available system memory (RAM) causing constantly memory swap
Dirty blender file with lots of abandon/orphan data chunks leaved in data
Cumulative memory leak in process when running Blender (restart Blender)


text:
No update in cubes.dimensions values
I'm new to Blender API and i'm trying to get to know it.
I made a Panel with buttons for easy testing and i'm doing simple algorithms on cubes to gain experience.
The thing is i think i'm missing something with references to values. If you run the code everything is very explicit in the panel, if you test the "sort" function, the actual thing happening is nothing close to any sorting, because while i try to modify the values in the function and print them, nothing happens...
Even if i do something as simple as modifying the dimensions, if i print the values right before and after the line where it happens, the console shows nothing happened.
Thanks everyone for the help, here is the code :
import bpy,os,math

#### PART CODE ###"

#return volume of cube
def volume_cube(cube):
    return cube.dimensions[0]*cube.dimensions[1]*cube.dimensions[2]

#display volumes
def display_volumes(liste):
    print("dipslay")
    for i in range(len(liste)):
        print(i, " : ", volume_cube(liste[i]))

#place cubes corner to corner
def ordonner_cubes(liste_cube):
    liste_cube[0].location[0] = 0.0
    liste_cube[0].location[1] = 0.0
    liste_cube[0].location[2] = 0.0
    for i in range(len(liste_cube)-1) :
        liste_cube[i+1].location[0] = liste_cube[i].location[0] + liste_cube[i+1].dimensions[0]/2 + liste_cube[i].dimensions[0]/2
        liste_cube[i+1].location[1] = liste_cube[i].location[0] + liste_cube[i+1].dimensions[1]/2 + liste_cube[i].dimensions[1]/2
        liste_cube[i+1].location[2] = liste_cube[i].location[0] + liste_cube[i+1].dimensions[2]/2 + liste_cube[i].dimensions[2]/2

def sort_cube_list(liste) :
    print("------------------")
    v=[]
    for i in liste:
        v.append(i.dimensions)

    for i in range(len(liste)-1):
        if (volume_cube(liste[i]))>volume_cube(liste[i+1]):
            print("i : ",i)
            print("liste[",i,"].dimensions : ", liste[i].dimensions)
            print("v[",i+1,"] : ", v[i+1])
            liste[i].dimensions=v[i+1]
            liste[i].data.update()
            print("liste[",i,"].dimensions : ", liste[i].dimensions)
            print("liste[",i+1,"].dimensions : ", liste[i+1].dimensions)
            print("v[",i,"] : ", v[i])
            liste[i+1].dimensions = v[i]
            liste[i+1].data.update()
            print("liste[",i+1,"].dimensions : ", liste[i+1].dimensions)
            v[i] = liste[i].dimensions
            v[i+1] = liste[i+1].dimensions
    print("fin for")
    for i in range(len(liste)):
        print("liste :", liste[i].dimensions)

def reset_cubes(liste):

    for i in range(len(liste)):
        liste[i].dimensions = [len(liste)-i,len(liste)-i,len(liste)-i]

##########################################

#CONVENTION
#MYADDON_OT -> Operator (genre une fonction)
#MYADDON_PT -> Panel (le petit menu sur la droite)

#bpy.ops.wm.console_toggle()

#BOUTTON FOR RESETING
##############################
class CUBES_OT_reset_cubes(bpy.types.Operator):
    bl_idname = "object.perso_reset_cubes"
    bl_label = "Reset Cubes"
    bl_description = "Allows to reset the cubes"

    def execute(self, context):
        liste_cube =  bpy.data.objects
        reset_cubes(liste_cube)

        return {'FINISHED'}

#BOUTTON FOR PLACING
##############################
class CUBES_OT_place_cubes(bpy.types.Operator):
    bl_idname = "object.perso_place_cubes"
    bl_label = "Place Cubes"
    bl_description = "Allows to place the cubes"

    def execute(self, context):
        liste_cube = bpy.data.objects
        ordonner_cubes(liste_cube)

        return {'FINISHED'}

#BOUTTON FOR SORTING
##############################
class CUBES_OT_sort_cubes(bpy.types.Operator):

    bl_idname = "object.perso_sort_cubes"
    bl_label = "Sort Cubes"
    bl_description = "Allows to sort the cubes"

    def execute(self, context):
        liste_cube = bpy.data.objects
        sort_cube_list(liste_cube)
        print("Fin Fonction")
        for i in range(len(liste_cube)):
            print("liste_cube :", liste_cube[i].dimensions)

        return {'FINISHED'}

#BOUTTON FOR DISPLAY
##############################
class CUBES_OT_display_volumes(bpy.types.Operator):

    bl_idname = "object.perso_display_volumes"
    bl_label = "Display Volumes"
    bl_description = "Allows to display volumes of cubes"

    def execute(self, context):
        liste_cube = bpy.data.objects
        display_volumes(liste_cube)

        return {'FINISHED'}

#BUTTON FOR CLEARING CONSOLE
##############################
class CUBES_OT_clear_console(bpy.types.Operator):
    bl_idname = "object.perso_clear_console"
    bl_label = "Clear Console"
    bl_description = "Allows to Clear Console"

    def execute(self, context):
        os.system('cls')
        return {'FINISHED'}

class SandboxPanel(bpy.types.Panel):
    bl_label = "Sandbox Panel"
    bl_idname = "PERSO_PT_layout"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'Sandbox Addon'

    def draw(self,context):

        layout = self.layout

        row = layout.row()
        row.label(text = "Add Shape", icon = 'LIGHTPROBE_CUBEMAP')
        row.operator("mesh.primitive_cube_add")
        row.operator("mesh.primitive_uv_sphere_add")

        row = layout.row()
        row.label(text = "Erase console", icon = 'GPBRUSH_ERASE_STROKE')
        row.operator("object.perso_clear_console")

        row = layout.row()
        row.label(text = "Display Volumes", icon = 'CUBE')
        row.operator("object.perso_display_volumes")

        row = layout.row()
        row.label(text = "Place Cubes", icon = 'EMPTY_AXIS')
        row.operator("object.perso_place_cubes")

        row = layout.row()
        row.label(text = "Sort Cubes", icon = 'SORTALPHA')
        row.operator("object.perso_sort_cubes")

        row = layout.row()
        row.label(text = "Reset Cubes", icon = 'TRASH')
        row.operator("object.perso_reset_cubes")

def register():
    bpy.utils.register_class(SandboxPanel)
    bpy.utils.register_class(CUBES_OT_clear_console)
    bpy.utils.register_class(CUBES_OT_display_volumes)
    bpy.utils.register_class(CUBES_OT_sort_cubes)
    bpy.utils.register_class(CUBES_OT_place_cubes)
    bpy.utils.register_class(CUBES_OT_reset_cubes)

def unregister():
    bpy.utils.unregister_class(SandboxPanel)
    bpy.utils.unregister_class(CUBES_OT_clear_console)
    bpy.utils.unregister_class(CUBES_OT_display_volumes)
    bpy.utils.unregister_class(CUBES_OT_sort_cubes)
    bpy.utils.unregister_class(CUBES_OT_place_cubes)
    bpy.utils.unregister_class(CUBES_OT_reset_cubes)

if __name__ == "__main__":
    register()


text:
Reciprocal Frame Design in Sverchok
I am wondering if there has been any work done to create reciprocal frames in sverchok for generating/prototyping designs for architecture.

Have not admitted any. But you can start https://gist.github.com/f25845210d1d3b7e542c65fb9c696409 from importing this one

whoa this is great! it would be cool to eventually generate parts with connections as detailed in this paper: https://pure.tue.nl/ws/portalfiles/portal/131842016/Godthelp_0946277.pdf


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How do you find nodes in the animation workspace if scroll past them?
I have zoomed out and scrolled past my node tree in the Animation nodes workspace now I can't find it is there any way to 'quick-travel' back to it?

Numpad , centers the view to selected nodes. If no nodes selected, press A.

Just answered my own question, can't seem to find a way to get an individual node but selecting all then 'numpad .' works.


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Rigging character, mesh not following bones
I'm following this tutorial trying to rig my character https://www.youtube.com/watch?v=qDlJx3J5HX0&ab_channel=KeelanJon but when I switch to pose mode the mesh won't follow the rig when I try to rotate or move it (I have parented the mesh with the rig using automatic weights). It's my first time rigging an character and I don't know what I'm doing wrong.
Thank you!
https://drive.google.com/file/d/1Yh7wemHduiglJRc_UBuAtwaXgKNjEolV/view?usp=sharing

Try clicking the mesh first then the rig when parenting with automatic weights

That's what I've been doing :(

It looks like your ears are very dense and make the parenting fail, so you should simplify them. More genarally your whole mesh is way too dense, especially ears, eyes and hands. You should avoid that, high-poly meshes make any edit and animation very tedious, and if you use a Subdivision Surface modifier it makes it even more useless. So rework your mesh before parenting.
Also you have 2 Subdivision Surface modifiers, keep one only, give it a level of 2 but disable it until you have a good mesh.
And don't forget to apply the scale of the armature and mesh.


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How can I create this rock from it's image in Blender?

Is there a way to create 3D model which looks exactly the same as the image?

If you really want to create this image almost identical then you should look at photoscanning. However, because this does not appear as a real rock it looks like your just going to have to put in the hours and just model it by hand until you get the rock itself. Just start by modelling the basic shape of the rock then start detailing and then finally add your Texture and Ground Terrain.
And then Viola.

where can i find the tutorial?

I would suggest Going to Blender Guru's Youtube channel and checking out his mars tutorials as he shows you how he does his. If this answers your Question please tick the arrow so that others know it has been answered.

Is it essential to have this rock as a 3D object?  You couldn't save a lot of work and just cut it out in GIMP?  Place that on an alpha layer and texture a 2D plane with it?  If you're not moving the camera around it, it would be hard to tell the difference.

Yes but, shading/Lighting will look horrible with the rock.  3d is an actual object


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Animating a geometric shape growing out?
How would I animate a precise geometric shape "growing out" in Blender, like in the attached gif, but extruded in 3D?

The animation was created in Keyshape using a combination of animated strokes and mask shapes.
I've seen tips in Blender on how to animate hand-writing using curves with shape properties (YouTube), but that doesn't give precise control of the shape. In the image below you can see the red marked areas where the shape is not simply derived from the animated curves - that's why I had to mask the animated brush strokes with a shape that restricts the brush strokes to the desired shape.

Theoretically I suppose it could be created in Blender using paths with shape thickness combined with boolean union and intersection modifiers to intersect the path shapes with the desired final shape, similar to a what a mask does in 2D. However, based on my past experience with Blender's boolean modifiers, I wouldn't trust it to handle that without glitches or artifacts, given there would be multiple co-planar surfaces.
How would you go about it? Is there a reasonably simple way to achieve it that isn't overly complex or hacky?

https://blender.stackexchange.com/questions/63310/animating-appearing-extending-strip-with-gaps

@DuarteFarrajotaRamos I'm not sure I see how the technique in that linked post could be used to achieve the specific shapes highlighted in red in my post? It seems it can be used only to scale the thickness and remove segments (and only when applying the curve deformation), but not alter the geometry in a way that would create new vertices etc.? That is, it doesn't give 100% control over the resulting shape?

If the Boolean modifier doesn't satisfy you, you could try it with the Mask modifier. It's a bit tedious but it works:
Give a vertex group to your object, assign a decreasing weight to the vertices all along the path of the letter:

At the end it should look like something like this:

Give your object a Mask modifier, choose the vertex you've created. Give it a Solidify modifier in order to give it thickness:

Now animate the Threshold value of the Mask in order to make the letter appear:


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How to keep cycles material when exporting to unity?
I have an example of what I mean, for this I use a cube adding a simple cycles material I select toon
How do I bake this material, thanks for reading.
Cheers!


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Making a tool out of commands
I'm softimage user. In softimage you can take some commands that you would frequently use and turn them to a custom tool. I'm wonder if I can do the same thing in blender

Welcome to Blender.StackExchange! Yes, Blender allows the use of python to create custom tools. While I myself am not proficient in Blender's usage of Python, hopefully someone else can help you.

Yes, there are some ways to make custom macro buttons or a panel of operators that you define yourself. In the Scripting editor, there is an option to look at the python script templates that ship with blender - there is one that is called Simple Operator. If you have already seen some of the videos on Youtube or elsewhere about scripting in python in blender, then you might be familiar enough to follow a tutorial and copy the commands you want to reproduce into the Simple Operator script template and rename it to a specific name of your own.
example for simple panel with operator https://www.youtube.com/watch?v=OEkrQGFqM10
More info on the ways to take advantage of the python in the interface
https://www.youtube.com/watch?v=vFoh3S8MLBI


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Uv unwrapping a bent cylinder shape not working correctly
Recently I started working on a guitar model and for some extra detail I now want to apply a bump map to the thicker strings to make it look like wounded strings.

Basically they are cylinders ( without the top and bottom faces ) but the unwrapping doesn't work on the whole part of the mesh even though I added seams.

I tried every UV unwrapping option in the menu when pressing U, checked the scale and normals but can't find a proper way to just unwrap everything like the top and bottom parts. If anyone knows how to fix this?

Cool model! It looks great!

Thanks! But I want it to be as detailed as I can get it which includes this string  parts. I tried using the screw modifier to make it actual geometry but I ended up with way too much vertices ( no surprise )

It is hard to tell whether you properly marked the needed seams. Possibly the caps of the cylinder you are using for the strings are still there and alter the way it is unwrapped.
Try the following. Build Curve using a Bezier Curve -> Convert to mesh -> Mark seam along length of the mesh -> Unwrap -> Done

It already is a mesh and I tried this ( I had one seam the entire length and removed the ones where the cap faces were ) which gives the same result for some reason ( also the same result with the top and bottom seams ) it works fine for the small part at the bottom and the spiral thing at the top but somehow not for the long straight part in the middle

would you share the blend with just the string in it, maybe i can find where the error evolves from.
Maybe you have corrupt geometry like double vertices, double faces, non-manifold edges etc. - Something has to be different to what I did, since it works for me.

https://drive.google.com/file/d/0B73mDyrlSCcdREN2QnNTXy1VQTg/view?usp=sharing

Add loops to the long part of the string so the mesh resolution approximately matches the rest of the string mesh. Unwrap - voilá it works.
I think this is an issue related to area stretch minimization which occurs on very long faces next to angles. There is no solution to unwrapping this shape if you do not have enough subdivisions.

let that be the only thing I haven't tried. I wanted to try that after nothing else worked to keep geometry count lower but if it works I'll do it.

it is a give and take. that is true. These are the limits of uv space. If you are interested in other mapping methods you could take a look at ptex or manual uv correction.


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Difference Boolean Troubleshooting
I figured I would start by trying something basic, involving three floors, and a pair of stairs. For the top two floors, some sort of hole needs to be created in the floors to allow passage. I did this with a cube mesh and the difference boolean operator. The first floor worked. The second did not.
The screenshots below can provide a little extra detail. In the second half, you can see the operator worked correctly. The floor was cut in to correctly and the inner faces are in place. In the first half of the screenshot, you can see where it did not work properly. This is a view from inside the cut. The inner faces were created when the operator was applied, but the top and bottom faces were never removed.

I'd like to think that I recreated the steps exactly with both applying the operators, as well as creating the cube meshes that make up each floor, but clearly something went wrong along the way. The question is, what is it? And how can I fix the problem?

Problems with Booleans are always the same: Avoid coplanar surfaces avoid coinciding faces, use only closed watertight meshes, use only manifold geometries, check both objects normals, make sure they are consistent. Other than that it's impossible to help you with this little info, search this site for the hundreds of questions about booleans and check the all answers there. Also for the long run boolean operations are not really a sustainable or reliable modelling method for meshes.

I'm unfamiliar with the majority of the terms you've listed, but I think the problem lied in the fact that the object used to cut the hole was unnoticeably protruding from the side of the floor. Adjusting the object to be within the floor's boundaries fixed it, but why is this a requirement for the modifier to work in the first place?