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How not to rebake the simulation every time?
I have a Soft Body simulation. For example, I move one effector (Collision) that the soft body only collides at frame 410. How can I use already baked 400 frames for bake next the 100 frames? Can I don't make again all previous frames because they haven't been changed? Because of this, I spend a lot of time baking for nothing
P. S. Excuse me for my bad English, this is my non-native language


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How to render UV sphere with edges?
Hi I want to render something similar to this image. The below image should be my starting point.I used a UV sphere and I tried freestyle rendering but it is not showing the edges like below.

You could do it this way:
Give your sphere a Wireframe modifier. Play with the parameters, disable the Replace Original option so that it keeps the whole sphere shape, make sure that Material Offset is set to the material slot the wireframe is supposed to display, i.e. Material Offset > 1 for the second material in the object's material list. In the Material panel prepare the materials, choose Emission type if you don't want any shadow.

source: Stack Exchange

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

sort: votes


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Changing emission light overtime Blender 2.8
Alrighty, so I have my short little animation finished except for one thing. I can't figure out how to lower the emission light over time in separate frames.

Hover your mouse over the emission strength and hit I. The property will turn yellow, meaning that you created a keyframe. Then go to a different frame, change the strength and it will turn green (meaning no keyframe) then hit I again hovering over that strength bar. It will turn yellow and you've got yourself a basic strength changing emission shader.
Note that this works for most properties in blender. That is how you can make transformations over time.

minecraft all the way!!!

Thank you! I just started learning this kind of stuff 2 days ago so this is all foreign to me xD

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


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Blender won't open on macOS Mojave
I've been using blender for a couple weeks on macOS High Sierra and yesterday I downloaded something from blender cloud and blender wouldn't open after that.  The icon bounces for a minute as if its opening then freezes and says application not responding before anything even comes up. I tried deleting the add on & deleting blender and re downloading blender and then called Mac and they had me update my software to macOS Mojave 10.14.6.  None of that worked..
I tried going into security and privacy and there is no "open anyway" option.
Can anyone help me? I don't know what I did but I am already addicted to blender and need to get it working :) Thank you soooo much in advance

Welcome, polaphoenix. Did you try to use the zip version?

thank you! hmm, I don't see a zip version for Mac?

You're right. There's no zip version for mac. You can try another build at https://download.blender.org/release/

Ok so I tried all 4 Mac versions under 2.8 and had the same problem, then was able to download the 2.79 version and open it... not sure what to do now, if I should invest in learning this older version or still try and get the 2.8 up and running.. Thank  you so much for the link and suggestions

Ended up having to delete the startup file, then re downloaded 2.8 and its working great now


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objects not saving in correct location
so when I open my project, certain objects are in the wrong (original) place.  I have moved the eyeballs and 3rd eye, parented them to the body, and saved about 5 times and every time I open it they are back in the original place.  Also when I correct the placement I try to render and it doesn't have eyeballs or 3rd eye in render.  How can I save the location? I tried to add a keyframe (even though Im just making one still frame) but blender quit immediately. thanks in advance any help is greatly appreciated!!  Here is a screenshot of how it looks when I open it, how I want it to look, and how its rendering...

Did you apply the location of your objects ? (with Ctrl+A -> Apply location)

sounds like there are keyframes on location...? if not, please provide your blend file

Got it working, thank you, I think I had a bunch of old parents in the mix.  I cleared them and can now move things


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How to make make a texture scale absolute
I'm trying to make a shader that has a texture that follows its surface (generated mapping/ object mapping) as well as having said texture stay the exact same scale regardless of distance and without doing it by hand.
Here is a visual of what I mean using two cubes that are 14 meters apart in the scene with a checker texture on them:
This is what I've got through mapping the texture using "generated" coordinates

This is what I'm looking for but without having to manually rescale the textures to make them match like I have done here.

I tried using all sorts of different combinations with the vector transform node, geometry, texture coordinate node, vector math node, but my lack of knowledge in this specific domain means I'm just trying stuff out and hoping for the best.
Anybody knows how to achieve this effect?

I think @Robin Betts has an answer about this

@AllenSimpson Yes! That is exactly what I was looking for. Much appreciated.

Great to hear!  This question will probably get closed as a duplicate by community votes.  There's no mark against your account, it just means that your question will remain here for search purposes, but no answers can be posted here.  Instead, the answer that helped you is linked on the right.  Feel free to ask more questions or provide answers, we're glad to have you.


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How to change User Preference Color of Viewport Object Info
Preferences/Viewport/Show Object Info, View Name and Playback FPS have checkboxes to tirn ON or OFF. BUT!!! No way to CHANGE their color. How to change their color?

I just went thru every Preferences color control I could find, and nothing changed the color of that text.  Sorry, hope somebody else can answer this.

THANK YOU for doing this. A further question! (Perhaps I will post it separately). --> Is there A MAP of what each ITEM that can be changed in Preferences is called? For someone new to this Blender thing, it's like having a LIST of NAMES of the US States, and a MAP of the United States, BUT.... the NAMES on the list are not on The Map! If you hit the name on the list, the state's area lights up. But you have to do this one at a time, and you can't write on the map. So you're stuck writing things down or....WISHING there was a map WITH the States' Names on it. Is there such a BLENDER "MAP"?

I'm not sure a map is feasable -- when I was doing this I went through the Preferences color controls changing the main color to fuscia and back-to-saved-default.  A lot of them didn't change anything visible then, but some of them changed texts that were scattered around the screen and I couldn't tell how those were under the control I'd changed.

Thanks again for the response. Could add an example (JPG) of what I am talking about. But finishing a Movie for my chief Customer is upon me for the next few days. So no time at present for even a quick example. Just time enough to CRY for help from you all In-The-Know vis-a-vis Blender as frustrations are encountered. Adieu4Now. Ox


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Is there a way to change all alpha channel together?
I have a rock inside a wooden box,I can't see the rock.But sometimes I need to render both rock and box,the effect I want is set both material alpha to 0.5.
If I have many materials,and want to set all alpha to 0.5,is there an easy way to do that instead of make it manually?Thanks a lot.

Python can access the nodes and set the alpha value, but finding the right node will be easier if they are, for example, all basic Principled BSDF setups.

You don't need to add any additional nodes. Just script it. If they are all Principled BSDF (Let me know if there are other types and i'll find a solution), you can use a script with a switch variable that's either True or False. In the following script it uses variable TURN_ALPHA_ON=True  (for alpha=0.5) or TURN_ALPHA_ON=False (for alpha=1.0). Just paste the script in the Scripting Tab's Text Editor and set the variable TURN_ALPHA_ON to either True or False then click Run Script.

import bpy

TURN_ALPHA_ON = True

for m in bpy.data.materials:
    alpha = 0

    if TURN_ALPHA_ON:
        m.blend_method = "BLEND"
        alpha = 0.3
    else:
        m.blend_method = "OPAQUE"
        alpha = 1.0

    try:
        m.node_tree.nodes["Principled BSDF"].inputs[21].default_value = alpha
    except:
        pass

Thanks a lot!It's much better,almost like a built-in button.

awesome! good to know this was helpful :)

There are several ways to do this.

Select any Principled shader node and hit CTRL G
It will create a node group and enter it. Inside disconnect the alpha thread, like so:

Whenever you want to change the alpha for all objects, select the group in the node tree, press TAB and change the value inside the group.
EDIT: As suggested by @L0Lock, you can simplify this setup by grouping only a value node and use it's output in any socket in any material you want.

In all materials that are supposed to change alpha simultanously, exchange the principled shader with this node.
Add -> Group -> Node Group (or whatever name you gave it.)

a bit more complex, but nicer, since it works with any shader node:

The Object Index of the object info node refers to the Pass Index of the object. If you want to change more than one object at the same time, select all objects that are supposed to change, hold ALT and set the index. Just to be clear, 0: fully transparent, 1: semi transparent. 2: fully opaque.

Then there are drivers, have a look at them online, the setup is a tiny bit more complicated, but the end result might suit you.

Instead of grouping the Principled node which blocks you from having any other parameter different without adding lots of group inputs, I would group a value node that's then plugged anywhere you want the same value. Making a less heavy setup, and allowing you to use that value not just for alpha but anything that needs it.

The best result I want is find just an existed option to do that,like in C4D,but it seems blender don't have.Your second way works well and easy to set.Thanks a lot.

@L0Lock Yes, that is much better. I was overcomplicating it.


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Model splitting automation
I'm dealing with large topographic globe model (basicaly displacement map applied to ultra fine UV sphere). Now I want to split it into over 400 facetes (similar to lower resolution UV sphere) for 3D printing.
My question is how to streamline the process?
For two first I did boolean operation and then export result to stl but it's ridiculous for over 400 elements.
Any ideas?

I think the idea is to start with the lower resolution sphere (at the appropriate scale to print individual parts).
From this base sphere, mark the seams you want (seams will be useful to cut it later).
For instance here all edges are marked except for the poles:

Now use the subdivision surface modifier and apply it. The modifier will subdivide but let the seams in place:

Now select an edge marked with the seams, then in the select menu, go to 'select similar' and choose 'seam'.

Now split the parts using the edge menu, then 'edge split'.
Select all. Extrude E but stay in place.
Scale down (still having the extrusion selected) to 0.9, for instance.
The selection is still there. Create a vertex group and call it 'inner'.
Invert the selection, and create another group called 'outer'.
Use and apply the displacement you want, using the 'outer' vertex group on the displacement modifier.
In edit mode, select all again. Then P and 'by loose parts'.
You may be ready for a 3D puzzle...

Thanks a lot! It seems to solve my problem! And After that just use batch export, right?

@BartVPI, probably yes. I don't know the format you will need for the printer... (know nothing about that).

I need just STL. So thats it. Thanks again!

@BartVPI, have not paid attention to one point: after the extrusion/scale step, make sure that normals are correctly oriented.


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How to detect if a modifier key is pressed when the value of a custom property is changed?
I would like to detect the state of some keys (shift, ctrl...) when the user is changing the value of a property in my addon in order to perform different actions. This would allow me to considerably extend the features available in the UI while keeping a limited set of graphic components.
My current use case is this: I have a FloatProperty exposed on my addon to control the start time of an event in the scene. When the user changes its value the event starts earlier or later, at the frame corresponding to this value.
I would like to check if the Ctrl button is pressed when the user changes the value, and if it is the case I would like to force this value to be the current time (by using a set function for this property).
All I can find so far is related to the use of a modal operator and an Event. In my case here I strongly doubt I need to set the operator as modal.
Do you know how the state of the keyboard keys can be detected (in the Invoke or Execute function of my operator very likely)?

Oki, I eventually found how to get the modifier keys status and how to use the Event structure in a non-modal operator, this thanks to this post:
Python: Ctrl+Click for buttons (capture invocation event)
The answer is pretty straightforward and easy to use once we know it: the invoke function of an operator has an even argument that can easily be queried.
Quick example from the above link:
def invoke(self, context, event):
    wm = context.window_manager

    ev = []
    if event.ctrl:
        ev.append("Ctrl")
    if event.shift:
        ev.append("Shift")
    if event.alt:
        ev.append("Alt")
    if event.oskey:
        ev.append("OS")
    ev.append("Click")

    self.report({'INFO'}, "+".join(ev))

    return wm.invoke_props_dialog(self)


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How to have an add-on/extension folder dedicated to a given instance of Blender with Blender 4.2?
I've been developing an add-on for several years now and I have to maintain it for several versions of Blender (3.6, 4.1 and now 4.2).
I then have various versions of Blender unzipped in separated folders, and I launch the one I need from Visual Studio Code when I have to check the changes I did on the add-on. Thanks to a very useful trick, each version is completely autonomous from the others regarding the add-ons it uses, they all have their own local add-on folder.
The trick consists in manually creating a folder named "config" in the Blender directory that is named from the version. For example, in the folder where I unzipped Blender 4.1, I went to the sub-folder named 4.1 and added an empty folder "config".
Unfortunately this doesn't seem to work anymore with Blender 4.2. With the introduction of the "extensions", these extensions as well as legacy add-ons are now all gathered in a common user folder located in %AppData%\Roaming\Blender Foundation\Blender\4.2\scripts\addons (on Windows).
Not being able to have a local extension/add-on folder makes the development of add-ons very (VERY!!) complicated
So my question is this: Is there a way to have this local folder back?
Thanks a lot for any help.

https://blender.stackexchange.com/a/63666/19307

Thanks for the link ❤❤❤ That indeed helped to answer my question.
So the solution is: for Blender 4.2 and upper versions, the new trick consists in adding a folder named "portable" at the same level as the blender.exe. Works perfectly!!! Solved also the launch issue I had to run 4.2 with VSC !!!


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Copy Rotation Problem
Gear_A and Object_B, I want the rotation speed of B to be 1/6 of A, A is the controller(pic1).
I use bone to achieve this.It looks OK, when the angle of A is 180, the angle of B will be 30(pic2),but when A is 181, B is not a little bigger than 30, it jump to -30/330(pic3).
I have tried some other shape and different influence, It seems that when the rotation is 180,blender will replace it with -180, and than add the angle again.It is OK for single rotation,but what I want is the animation, when A rotate 720, B should rotate 120, but in this case, it turns out 0.
Is there some settings to achieve that?
keyframe and driver are not recommended cause there are CDEF and many other objects.
Thanks a lot.

pls click on the checkmark left to an answer, if it helped you. Thanks. https://blender.stackexchange.com/help/someone-answers

This is the way copy rot modifier works. Drivers are absolutely the solution: you can create a Master bone, hover over its Y euler rot channel, right click "Copy as new driver". Then Hover over Y rot value of slave bones, right click "Paste driver".
Then edit drivers choosign "scripted expression" and adding the needed operation (i.e. rotation_euler/6).

Sadlly it don't works，when A goes to 180, B shows -30, still the same problem.

Are you sure? It's working to me. 180/6=30. Only a sign problem?

Done！The key is that I don't know that the variable has different type, by default it is "Transform Channel" and what you use is "Single Property", I got why.Thank you very very much!


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Video Sequencer-Add Transition-Wipe don't works （version3.1.0）
I follow some tutorials using wipe in Video Sequencer,it should looks like this

But when I do the same thing,it looks like this,no wipe effect

I just add two strips,add wipe,and do nothing else.The only difference is all tutorials are blender2.8~3.0,but what I use is 3.1.Is it a bug,or I have do something wrong?
Thanks.

Yes I think there's a bug, have you tried with a previous version?

I'm quite sure it's a bug, too. I tried exactly the same thing in 3.1 and 3.0.1, in 3.0.1 it works but in 3.1 it doesn't.

I don't install previous version,but I ask a friend before I came here,his 3.1 has the same problem.

@GordonBrinkmann wish it will be fixed in the near future,it's a powerful tool.

This is a bug which have been fixed a few days ago: https://developer.blender.org/rB0603b0804ccd079dfcb5cd881aa1a8e50e33a90a


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Can‘t use Weight Painting to control the density
I want to put some sesame on bun,some places have much sesame, some places have few, so I goes to weight paint and want to use weight to control the density factor in GN.
But no matter what weight it is ,it shows the same density, and when I want to delete some sesame,it still stay there. So what can I do?

Does this answer your question? Geometry Nodes: How to iterate a Vertex Color gradient across geometries?

not the same question, but same answer

It's not the same problem.There must be a place that store the weight paint number which is 0~1,that's works to the factor, but in my way, it don't work.Maybe I don't get the number, I don't know how.

Yes, you can fix your problem by using a float input instead of boolean (pink) input

Thanks,I got it!

you can use this node setup:

The problem is your density. Weight paint is just between 0 and 1 and that's why you don't see your difference. So you have to multiply that value.

I use poisson Disk and what I link is the density factor not density, so it should be 0~1, but I finally found out why.Because at a very first try, I link the input to selection, although I change it immediately and never use the link again, the input style keeps the same: "selection", that means no matter what weight is , the input is a boolean. Thanks for your case, it gives me a comparison to help me find out the mistake.

Indeed, in the group input node the type must be changed from boolean to color - this was the solution for me as well. Perhaps it would be helpful for others to mention this in the answer?

Hi, I run into a problem when I tried to use this: the input field get converted into a float or a color, and doesn't let me write the name of the group if I plug it anywhere in the nodes:
plugged: https://i.imgur.com/y0eUNGJ.png
unplugged: https://i.imgur.com/Wr7b49K.png
How do I get what the solution show?
EDIT: found why 5 secondes later: you got to plug into Density FACTOR not just density

So you want the sesame to be spread on top of the bun randomly. And then add in your weight paint?
I did it the following way: Group input here I have one more going to a Math Multiply node going into Density Max of the Distribute Points on Faces node. I also have a Rotate Euler in it for the rotation. Best way to do it the way you want is to watch Blender Guru Donut 3.0 part 9 he explains it well

I want to use something to control the density wherever I want.

Ahh thats why it looked so weird to answer thanks

I have watch his video，but I think he has the same problem and just neglect that.He just  paint where the sugar is, but can't control the density by weight paint number, I mean different place has different density.


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Is there a way to make subdirectory of Group Input in GN?
The common Group Input looks like this:

If I have many inputs, and want to put ABC and abc into 2 directories,so I can fold what I don't want to see.(something looks like the red circle in the picture).
Is there a way to do that?
Thanks.

Unfortunately, this is not possible, and as far as I know, there are no current plans to do so.


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Is there a way to snap current frame to selection?
When I using NLA or Graph Editor or something related to the timeline,I can only snap the selection to current frame,but if I want to align selection-B to the end of selection-A,the only way I can do is manually move current frame to the end of selection-A, and snap the selection-B to current frame. Is there a way to replace such manual alignment?

do you mean like snapping in vse?

yes,in vse,hold Ctrl will snap the current frame to video.


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How to add filters to the "Browse Material to be linked" popup?
I would like to use a UI component similar to the "Browse Material to be liked" (located in the Materials panel) in a script but a bit customized.

I found how to use this one:
row.template_ID(ob, "active_material", new="material.new", live_icon=True)

But I cannot find the source code. I would like to add more filters on it than just the text filter.
I've tried with uiLists but they do not assign the selected item directly to the material slot.
Can you help me and tell me how to reproduce that Browse Material component ? Or where to find the code of the template that is used here?
Thank you


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exporting blender ABC to 3DsMAX with working Material ID
Well the question lives between blender and max community so I need to ask here just in case somebody also knows the answer.
When exporting objects ( a cube ) with different 3 materials assigned to the faces from Blender in Alembic, once I import in MAX the Material IDs goes nonsense.
I even tried with Vray proxy, and also happened the same.
Then I read the documentation of Alembic and also noticed that we had some troubles also from Houdini to Max.
Alembic won't write the Material IDs by default and we had to force it  in Houdini so MAX understands that.
We could find a workaround for Houdini. but I'm a bit stuck with the Blender 3DsMax connection.
By the way FBX works fine, but the implementation for references feels not so clean, and we were hoping to be able to use ABC for the neat reference upgrade.
Anyone knows something about it? is there another ABC exporter for Blender that speaks MAX better?

there is several steps to achieve that:

Export the material with OBJ format from Blender (this one using Blender version 2.92)

Warning: if there is an error "error in file: meshName = shapeName" when importing OBJ in 3dsmax, when export OBJ choose "Limit to selection only", if the mesh contain more than 1 object make duplicate then combine all these into 1 object, the aim here is to populate all material into 1 multimaterial

Import that OBJ in 3dsmax to get the material
turn on checkbox 'Import Materials'

now you will get all material ID in 3dsmax

Export alembic (ABC) file from blender
turn on checkbox 'Face Sets' when exporting

Import alembic (ABC) in 3dsmax

Apply that multi material to ABC in 3dsmax

Setup these materials based on your render engine in max


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Armature CTRL on the right side doesn't work how it does on the left
Still trying to work on this armature and all the problems I've been having started when I Symmetrized my left side of bones to the right. My left lip CTRL bone works perfectly as it should but the right one deforms the bones incorrectly to the left side.
Here's the file
I'm unsure if it has to do with the axis or not
https://workupload.com/file/9y6VVhdzpkf

Hello, so was my answer to your previous question correct?

Yes thank you very much!

It's very hard to guess what bone doesn't work, maybe remove all the bones except the important ones

can you tell the name of bone ?


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Delete all custom properties from selected object?
Seen bunch of threads for deleting every custom property from the whole scene, but not for the currently selected object. Or selected objects.

Enter for ob in C.selected_objects: ob.id_properties_clear() into the Python console and hit Enter twice.


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Planarize curves
How can I planarize a group of Vertex from a curve, loop or Edge? I dont want to straight them. I want to remain the shape of the original curve but thinks in the new curve as "projected over the "BEST" plane that contents this group of Vertex
Un the same way, I would like to know how to align a group of Vertex to a target curve.
Thank in advance.

i think two example images would help (what you have, what you wanna have)


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How can I export a file to FBX or gITF format with MeshSequenceCache animation from Marvelous Designer?

I created a cloth simulation animation using Marvelous designer, then I imported this file as Alembic format into Blender. Everything works great in Blender I can view the animation no problem. Now, I want to export this as a FBX or gITF 2.0 file so I can use three.js to view the animation in the web. However, this does not work. For some reason the animation is gone. I can confirm this when I import the file back into Blender, the MeshSequenceCache modifer is gone. Does anyone know how I can convert MeshSequenceCache into keyframes, so I can then export this as a gITF file?

Is it gone or simply inactive? I have no experience with this, but can imagine it's like an animated gif that contains all the frames but is not triggered to play its animation.

I would try exporting the animation to MDD, then re-import the MDD file into Blender, which converts the whole thing to a shape key sequence. Blender can export shape key sequences to glTF.  This does require that mesh topology and vertex count do not change over the course of the animation, I think.


text:
Mesh not moving along with the rig/armature
I have made a rig and made it parent to my mesh. But the mesh still won't move along.
Background info:

The model was created in Nomad Sculpt and imported to Blender in obj. format.
I have checked that the weights are 1 and also performed "all transform" to the mesh.
Many parts but I have also joined them by pressing "ctrl+J".

I am so new to Blender and don't have much clue on it.
Greatly appreciate if anyone could help!!
File here for download:
https://drive.google.com/file/d/14FohqPCM2WCE4lMY6DJ8lgJm1T-MHmb4/view?usp=sharing

Your mesh has 3.7 million vertices! It's impossible to rig such a high-poly object (you don't even need so many vertices for sculpting):

you need to create a low-poly version of your object, it's called retopology, or restart from scratch (take some screenshots of your current character and use them as references). Look how 3D character wireframes look like, they have only several thousands vertices:

Oh god, thank you thank you. Now I know how my object should look like! I bet I would need to start again haha. Thank you so much!


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How to make an irregular ngon?
What I want is a shape like that,the outter and inner are complicated shape,not just circle,with different dots,only 2 ngons can fill the hole.

But when I start from just 2 lines,I can't make those 2 ngons easily.

Click F,it will cover the inner hole.

Click Alt+F,it will make many faces.

I add two lines,like the target shape,but the loop edge is different,it still looks like one.The target loop edge is seperate.

Thanks.

Blender faces can't have unsupported holes. Is this the problem? A picture of the desired result would help.

@RobinBetts what I want is the 1st pic,I made it by boolean,so I think it can be done by fill,some ways.

I don't quite know if this is what you mean.. but if you have a 2D curve comprising 2 cyclic splines, the Boolean will automatically be taken:

If the curve is given a Decimate > Planar modifier, then 'Convert to Mesh' will result in a minimal number of edges coonnecting the hole to the perimeter:

It's not what I want,but anyway,thanks a lot.

@NatureK can you describe, how this is not what you want? This is exactly how I understood your question. You have an inner curve (you call it a line), and an outer one, in your example those were 2 circles, but you mention in reality they are complicated shapes (so Robin made the inner curve complicated), and then he filled the space between them with 2 ngons, as you asked. The edges separating those ngons are highlighted.

@MarkusvonBroady Assuming that I have a complicated model,and a part of it is a hole like that,so I need to fill it.Curve is OK in some cases,but it's not reasonable to convert the  whole mesh into curves.So whether I can make it in mesh not curve?Now I think the only way is seperate the mesh,fill the hole and join them back to the mesh.

Use bridge edge loops to start with

Select all the created edges by clicking one of them while holding ctrl+alt

Then dissolve them with ctrl+x and turn off Dissolve Vertices in the popup menu

The outer and inner circle have different vertices,bridge will have trouble.If I have many vertices,it looks unreasonable to do it manually.

Another technique I use is when making text, I'll post an answer with that workflow

When creating text I sometimes use this workflow for complex fonts:
I get to a point where I have only the boundary edges, then get the internal edges and move them off plane

Next fill everything

Then extrude the inner parts that were moved off plane so they inetrsect the rest of the text

Then with all the extruded parts selected use Intersect Boolean to cut out the holes

Sometimes it leaves some of the faces but they can be easily deleted

There are many hot keys and small techniques to speed this process up
Hope this helps you somehow


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Keep Stroke Width of Curve in GN
I want to add some stoke along curves, they have some angles.
It can be done in panel Bevel.They have the same width.

But when I use Curve_To_Mesh in GN, the width changed. How to get the same result in GN?

Thanks a lot.


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How to input actions from asset browser?
I want to input actions from asset browser just by drag and drop like other assets.
What I do:

make a simple move action on a cube, mark the action as asset, so I can see the action in asset browser.
create a new blend file, make a sphere, open asset browser, drag the cube action, but no place allow me to drop it down, the action data can't be input into the new file.

I know that append actions works, but there's no meaning to mark actions as assets.

I think action assets work for bones, not objects, so it won't work as you expect.


text:
Overlapping Geometry Nodes cause visibility issues
I have two geometry nodes set up on different objects, one inside the other. The layout looks like this:
However, in the material preview, viewport shading, and final render, the inner geometry is somehow "rendered out" by the outer geometry. When I switch to Cycles, the same thing happens for the material preview, but the viewport shading view and render look how I expect them to. Here's the material preview (in Eevee).

I previously had this set up as a single geometry nodes modifier using the Join Geometry node, which strangely caused the opposite problem (i. e., the inner geometry was completely visible through the outer geometry). For whatever reason both issues go away as long as I don't assign any material to the outer geometry. Currently I just have a default principled BSDF material assigned for testing purposes.
Here are the geometry nodes for inner and outer geometries respectively:

And here are the shaders for inner and outer geometries respectively:

I'm pretty new to Blender, so hopefully this is just something simple I'm overlooking. Thanks for helping me out!

check out the blending mode of the material. Make sure it's set to opaque

Ah thanks, that does fix it!
I was hoping to play around with transparency later, but it seems like Alpha Hash also gets rid of the weird transparency artifacts. Only alpha blend causes issues. For some reason, deleting the other (non-emissive) light source also makes alpha blend behave better, as long as it's only on the exterior material. Lots to learn.


text:
Why when importing an object I only see a cross?
I'm trying to import an object from sketchfav, but whenever I import them, only a cross appears, I've tried to size and scale it, but nothing happens, only the cross scales.

try to press A to select all, then Alt S to reset the scale


text:
How to code a dynamic line?
I'm plotting several points and connecting them with a polyline, the objective is to implement a feature where, if any of the plotted vertices are moved within the scene, the polyline dynamically adjusts its position accordingly to maintain connectivity. I'm using the following code for this task:
# function to draw the line in 3D space
# it creates a shader object from the built-in shader '3D_UNIFORM_COLOR'
# and a batch object for the shader of 'LINES' type between the positions of the start and end points
# it binds the shader object and sets the color and width
def draw_line_3d(color, start, end):
    shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
    batch = batch_for_shader(shader, 'LINES', {"pos": [start, end]})
    shader.bind()
    shader.uniform_float("color", color)
    bgl.glLineWidth(bpy.context.scene.line_width)
    batch.draw(shader)

# it iterates over the points list and draws a line between each pair of points
# it sets the line width and color
# GL_BLEND: Enables blending of colors for smooth color transitions and transparency effects.
# GL_LINE_SMOOTH: Enables anti-aliasing for smoother rendering of lines.
# GL_DEPTH_TEST: Enables depth testing for correct rendering order based on object distance from the viewer.
# the draw handler stays enabled until the operator is running
def draw_callback_3d(operator, context):
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glEnable(bgl.GL_LINE_SMOOTH)
    bgl.glEnable(bgl.GL_DEPTH_TEST)

    color = bpy.context.scene.line_color

    for i in range(len(points_list) - 1):
        start = points_list[i]
        end = points_list[i + 1]
        draw_line_3d(color, start, end)

    bgl.glLineWidth(bpy.context.scene.line_width)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glDisable(bgl.GL_LINE_SMOOTH)
    bgl.glEnable(bgl.GL_DEPTH_TEST)

# operator to draw the line in 3D space
# it adds the draw_callback_3d function to the draw handler
# and sets the modal handler for the operator
class LineDrawOperator(Operator):
    bl_idname = "view3d.line_draw_operator"
    bl_label = "Line Draw Operator"

    def execute(self, context):
        if context.area.type == 'VIEW_3D':
            args = (self, context)
            self._handle_3d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_3d, args, 'WINDOW', 'POST_VIEW')
            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}

# operator to plot a point in 3D space
# it sets the cursor location to the coordinates of the point
# adds a vertex at the cursor location
# appends the coordinates of the point to the points list
# prints the points list
class PointPlotterOperator(Operator):
    bl_idname = "object.point_plotter"
    bl_label = "Plot Point"
    bl_options = {'REGISTER', 'UNDO'}

    x_coordinate: bpy.props.FloatProperty(name="X Coordinate", default=0.0)
    y_coordinate: bpy.props.FloatProperty(name="Y Coordinate", default=0.0)
    z_coordinate: bpy.props.FloatProperty(name="Z Coordinate", default=0.0)

    def execute(self, context):
        scene = context.scene
        bpy.context.scene.cursor.location = (self.x_coordinate, self.y_coordinate, self.z_coordinate)
        bpy.ops.mesh.primitive_vert_add()
        points_list.append((self.x_coordinate, self.y_coordinate, self.z_coordinate))
        print(points_list)
        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

I've managed to plot the points and draw the initial polyline, but I'm struggling to figure out how to make the polyline update its position in real-time as the vertices are dragged. How can I achieve this dynamic behavior in my code?


text:
How to get a proper elastic collision in a rigid body simulation
I'm trying to make a rigid body based Newton's cradle in Blender 2.80. At the moment my setup looks like this:

The constraints are hinges, rotated so the balls can only move left to right. After some experiments I used the Sphere shape for the collision, mesh or convex hull don't give any kind of elastic collision. I tried several values for friction or bounciness, but none give the proper motion I expect. I also experimented with collision margins, to no avail. Any help would be greatly appreciated. I put the blend file on google drive if someone wants to look at what I'm doing wrong.
I tried looking for a tutorial on youtube, but none of the ones I saw used rigid body, I only found this final animation of what I would like to achieve, which does use it, so it should be doable.

The values of my example still need to be fine-tuned.

General Rigid Body Tips

Use the simplified rigid body shapes (where possible) and to stabilize the simulation, amplify the scene's scale. (Don't use objects smaller than 1 Blender Unit.)
Adjust the solver iterations. Too few iterations will result imperfect motions, to many will destabilize the simulation because floating point imprecisions will add up. (See this last paragraph.)

For Newton's Cradle

For the spheres you have correctly set the shape to Sphere. Increase the Bounciness to a high value ~ 1 and decrease the Friction to a low value ~0.
Add a small gap between the spheres!
To reduce extra velocity, enable Split Impulse in the Rigid Body World settings and use a Translation Damping value > 0 in the Rigid Bodies' Dynamics Settings.

The stability of the simulation seems to be a delicate interaction of Rigid Body World Iterations and Samples and the gap between the spheres.

Awesome, that really helped. One thing you didn't mention that also improved the simulation was the fact you used longer pendulums, so there's also that.

You're right. I added a small paragraph with two other answers linked, which may be helpful. In future, feel free to edit the answer yourself and extend it with useful tips.


text:
Can someone share a link on "how to map just 1 side of a box" and not UV map the entire box?
Can someone share a link on "how to map just 1 side/panel of a box" and not UV map the entire box?
It's a bit specific and can't find any videos on YouTube.
Thanks so much!
SJ

UV map will contains all the faces anyway (this is structurally how the data is). You can select one face and unwrap it. It will take all the surface normally. But the other faces will exist and all be at 0, 0.
As shown here:

Note:
If you've a previously created UV map, when creating a new one selecting only one face, the other faces will keep the UV of the previously created UV map.


text:
I animated my spaceship but not all objects follow the same path. I don't want to join all the objects

I want the object circled to follow the same path as the rest of the ship.

How about parenting all objects to a single object, which follows the path correctly? Then you wouldn't need to join them but can move all by movig the parent object.

Thanks so much! but when I parent it goes slower than the spaceship and falls behind and the wing goes of on its own.

Have you removed the curve constraint from the "child" objects?

How do you remove the curve constraint from the child objects in blender 2.8?

In the constraints panel. See adding/removing.

My contrants panel is empty and I have parented the objects


text:
Softbody animation goes haywire later in my animation

I am rendering newspapers(planes with softbodys) with a wind force field. It blows perfectly at the start but later on all the newspapers gets suck back and creates this worm.


text:
Automate random shape generator and export viewport render with python
I originally thought I could just keyframe and export the animation of the 'random seed' property of the addon but blender just gives me an error:
"random_seed" property cannot be animated

Now I'm trying to write a python script that uses the random shape generator addon and exports and saves the viewport rendered image of each shape. I want to be able to export an arbitrary number of random shapes into a series of pngs.
These are the steps I'm trying to automate:
Add random generated shape object

Add +1 to the random seed

Render from the viewport

Save it

Add +1 to the name of the image

Save it

Delete the object so a new one can be created

This is my script that's not working:
import bpy

for x in range(0,1):
    bpy.ops.mesh.shape_generator(random_seed=1001, update_draw_only=True, show_seed_panel=True)
    bpy.ops.render.opengl()
    bpy.ops.render.render(use_viewport=True)
    bpy.ops.file.filenum(increment=1)
    bpy.ops.file.execute()
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)

Is there a better way of doing this?

range(0,1) just generates a list containing only '0', so that's only looping once. I presume you had it set like that just for testing.
When I ran your script it crashed on the bpy.ops.file.filenum(increment=1) line. Changing context can be complicated, so I'd suggest instead controlling the filepath directly by assigning bpy.data.scenes['Scene'].render.filepath, and numerically increasing it yourself using the x variable.
Also, you don't need to call both bpy.ops.render.opengl() and bpy.ops.render.render(). The former is the one you want - you just need to pass it either animation=True or write_still=True to specify what it should save, while the latter render function is the full-on F12 'render', which requires a camera.
To give a different seed to the shape_generator call each time, you can use the x loop variable added on to whatever base seed you want. For example, if you loop for x in range(6) that will repeat with x == 0 the first time, up to x == 5 the last time.
Here's a version showing these suggestions.
import bpy
from os.path import join

folder = "C:\\Users\\acro\\random_shapes\\"
scn = bpy.data.scenes['Scene']

for x in range(42):
    bpy.ops.mesh.shape_generator(random_seed=1000+x, update_draw_only=True, show_seed_panel=True)
    # set the save destination:
    fname = "randomShape_%02d.png" % x
    scn.render.filepath = join(folder, fname)
    bpy.ops.render.opengl(write_still=True)

    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)

I updated the file path to a folder on my desktop, but no files are showing up: "C:\Users\me\Desktop\randomExport\" Did I do it right or is something else off?

Never mind. I'm on a Mac so the location was off. It's working perfectly now.

... I actually came up with this answer on Mac as well, but then adapted it to a windows-like example because I assumed that was the more likely OS! Was in the process of re-testing it to look for more possible errors.
Sorry, I should have mentioned the backslashes/forward slashes filepath nonsense. Glad it worked for you.


text:
Keeps crashing when playing sequence on my new mega computer
I tried to do this tutorial https://www.youtube.com/watch?v=35bbyAJodEQ but right when I finished attaching the 3 render sequences, @10:55 from then on, if I played the sequence, blender just crashed, every time. I have 100,000 rain drops, vs the 200,000 he suggested.
I have a Ryzen 7 5800x, GeForce RTX 3070, with 64gb of ram and 2 tb m.2 ssd. what is going on?

did you use everything else same as he said? Can you share your blend file so that I can try it on my "mega-super" computer?

https://drive.google.com/file/d/1djr9phjTWy7KVyttasV_yCFY0u7fqBuT/view?usp=sharing

Hmm, it works completely fine for me even with million of drops... and I have OC 5800X too, particle systems depends on CPU so it is probably not related to your hw, (if you are using oc, but even not overclocked version should handle 100 000 of low poly drops...) GPU shouldn't be the problem as well, it takes only 1.5GB of RAM at 1m drops... which blender version are you using? Are you using 3.0 or older?

I have the 3.0 version of blender.


text:
location info of objects not changing in any frame for physics simulation (but their position changes)
I am new to blender and using it for generating a dataset for another problem that I am working on. I use physics simulation to make objects fall. The problem I am facing is that the object.location value does not update after simulating. I can see that the objects did move in 3d view. Do I have to do something different to get the location in the last frame? (need python solution for this) I am using the following code for simulating
def simulate(start_frame=1, end_frame=200):
   for i in range(start_frame, end_frame + 1):
       bpy.context.scene.frame_set(i)
       bpy.context.scene.update()

I found the answer to my question in case someone else needs it, global translation can be accessed as follows.
bpy.data.objects['obj'].matrix_world.translation


text:
The circle wont render without it being distorted, how to make it smooth after render. Help
Every time i render the artwork it creates a strange surface instead of the smooth texture i can see on the edit screen.

any ideas why and how to fix this?
I have a feeling its the object but could possibly be something to do with the settings I have set for the materials.
I am sort of new the 3d modelling...
I have tried to insert a replacement circle into the position but do not know how to scale and rotate to the same axis as the original.

Ok...kicking myself after noticing the layers which are turned off in the layers panel still show up in the final render..
so... lesson learned... DELETE the layers you do not use as they will cause a problem.

I downvoted this answer, because it is wrong. Just disable the rendering of the collection in the outliner.

Thank you for your help, finding some of these settings can be troublesome to find. Sorry if my answer wasn't accurate.

Don't worry, that is part of the workings of stackexchange. You can always edit your answer to add or change information. I have added another answer, in case future users discover this thread.

Hidden objects have restricted visibility in the viewport. But hiding them with H for example, won't restrict them from beeing rendered. If you want objects or collections to not show up in your render ("render looks different from viewport") then you have to restrict their renderability as well, by clicking the camera icon in the outliner.

See the visibility notes of the collections page.


text:
Pasting flipped over X-axis

When I paste flipped over the x axis in animate/pose mode, it pastes but the wrong direction.

Hello, maybe your bones are not correctly oriented, hard to say, could you please share your file?

I just got a pre-rigged model from someone in a developing discord so I should be fine, but thanks


text:
Geometry Nodes: Draw Curve from Point 0 to Point 2 of Geometry. (Blender3.0)
I am trying to draw an inscribed 7 side polygon (centred on 0,0,0), where a curve goes from each point through the origin to the 2nd next point; for example point 0 (through origin(0,0,0)) to point 2.
Psuedocode would be:
For each point
    draw curve from prevI to nextI

Problem:
Curve takes vector start, and vector end.
I am able to get the prevI and nextI but how do I access the vector position for that Index (to give to my curve)?

I am not sure that I understand your question.
Do you want to do something like in one of examples below?
Example_1.

Here Curve Line center point is at 0.0.0. And Curve Line endpoints are dropped to the nearest points of the Curve Circle.
Example_2.

Here Curve Line center point is at 0.0.0. And Curve Line endpoints are dropped to the N and N+1 points of the Curve Circle.
Example_3.

Here cyclic spline do seven loops.


text:
I am trying to render an animation with a transparent background but it isn't working
I am trying to render an animation with a transparent background. I've changed it to RGBA and film - transparent but when it is rendered and I try to open it it either doesn't open (MOV file) or has a black background.

pls provide blend file so we can check it out

Here he recommends File Format > Ffmpeg, Encoding > Container > QuickTime, Video > Video Codec > QT, have you tried? https://www.youtube.com/watch?v=4emIy6vevcI

Don’t add emotional stuff like “PLEASE HELP” when you are already on a help asking site. Of course we are going to try and help you. Doing that just makes us feel badly, and potentially manipulated.

This is normal, because most video codecs do not support transparency in a frame. To get transparency as an output, render as images, or use a video codec that does support transparency (if there is one).


text:
Having a Problem defining functions in Blender Python
I want to define a function that when called inside an operator by an enumerator update changes (and load if necessary) an image in a specific image node. this is the code
def MangaUseImage(filename, ImageNode):
    USER = Path(resource_path('USER'))
    ADDON = "Mangaka"

    FILE = filename
    srcPath = USER / "scripts/addons" / ADDON / "assets" / FILE
    srcFile = str(srcPath)

    if bpy.data.images.get(filename) is None:
        if Path(srcFile).is_file():
            Imported = bpy.data.images.load(srcFile, check_existing=True)
        else:
            print(f"The file at {srcFile} doesn't exist")
    else:
        pass
    try:
        NodeSet = bpy.context.scene.node_tree.nodes['Main']
        global NodeIs
        NodeIs = NodeSet.node_tree.nodes.get(ImageNode)
        if NodeIs:
            NodeIs.image = filename

            #return (NodeSet)
        else:
            print(f'Error at setting {filename} as file for {ImageNode}')
    except:
        print('Node is not there yet')

    return {'FINISHED'}

How it's used inside an operator that gets updated on enumerator update
class Mangaka_OT_Config(bpy.types.Operator):
    bl_idname = "object.config"
    bl_label = "Controls for Mangaka"

    def execute (self, context):
        scene = bpy.context.scene
        MangaProp = scene.MangaProp

        if MangaProp.SelectTone4 == 'OP1':
            MangaUseImage('10%_60L600DPI.png', 'MainImageRed')

But I keep getting this error
    Traceback (most recent call last):
      File "\Rewrite.py", line 22, in MangakaUpdate
      File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.1\scripts\modules\bpy\ops.py", line 132, in __call__
        ret = _op_call(self.idname_py(), None, kw)
    RuntimeError: Error: Python: RuntimeError: class OBJECT_OT_config, function execute: incompatible return value , , Function.result expected a set, not a NoneType

    location: C:\Program Files (x86)\Steam\steamapps\common\Blender\3.1\scripts\modules\bpy\ops.py:132

    File "\Rewrite.py", line 21, in MangakaUpdate

What does this error means?

@MartyFouts nope it's perfect, didn't have time to form an answer so thank you :)

The key part of this error message is "function execute: incompatible return value , , Function.result expected a set, not a NoneType"
The error is telling you that you have a function execute that is returning a value that is different than the value Python expects it to return.
This is because you are falling off of the bottom of your execute function without returning anything.  In Python that's defaulting to returning None.
But execute is expected to return a set  In fact execute is meant to return a set of results from an enum.  In your case, you should end your execute function with
return {'FINISHED'}

properly indented, of course.  Unless you want Blender to know your function failed, in which case return {'CANCELLED'}


text:
How do I avoid curving / pinching when using subdivision surface?

When using subdivision surface, I get this weird curved edge geometry. This is along a mirrored split. How do I get this into a solid face again?

enable the Clipping option of the Mirror modifier? It makes the vertices merge along the mirror axis


text:
How to convert hair into a mesh
This is my first time doing a character. What is the best way for me to convert the curves from which I made the hair into a mesh so that the mesh is not heavy? Please advise me something, I can't find any information about this at all.

RMB > Convert to > Mesh?

In this case, the grid will be very dense. Is there any better way?

Before converting, make sure that the resolution of your curves and profile curves is low

moonboots, Thanks

To convert to mesh, duplicate your curves and right click > Convert To > Mesh. If the result is too high in polygons, before converting, make sure that the resolution of your curves (main curve and profile) are low enough, make some tests until you're satisfied:


text:
Mac desktop: How do I right click?
I am fully up to date with blender but unfortunately I can’t right click, to right click on a Mac desktop it’s Ctrl + click. every time I right click on the object, no small windows appear which I need in order to activate “shade smooth”. How do I fix this please?

I don't know anything about Macs, but in Blender you can get to any of the right-click menu items (including Shade smooth) from the main Object menu.

You have to configure it yourself, I think is not default for Apple mice

If you're using a trackpad, just tap it with two fingers.If you're using a Magic Mouse, then you need to go to System Preferences, then Mouse, and enable "Secondary Click".
Documentation here

Thank you so much!

Ay, no problem!  Happy Blending!


text:
My render (2D animation) does not contain a texture (metallic)
I am a total beginner and I started making my first animation! I finished my animation and wanted to export it. But when I look at the export or render, I get a grey dark model. Not the model with metal.
Do you guys know why?
Thanks for the help

Hello and welcome. Most likely, you didn't add lights and reflection to your scene. Metal needs something to reflect, without that, you will be reflecting the empty world of blender. See https://youtu.be/JM-Z4F3WtmI?si=fCHUXqaLrnP9MMjw&t=119

In your 3D scene you are in Material preview, not Rendered preview, in Material preview you have a default HDRI image that is reflected on the surface of your object, but if you haven't given an HDRI to your World you won't have anything to reflect for render


text:
How do I create an animation where a ribbon is tied?
https://www.youtube.com/watch?v=Z6r7dNy85UA
I want to make an animation that comes with this video and makes knots
From what I thought

It's flying with a curve

https://www.youtube.com/watch?v=2aXjzxI6kXY
2.I don't know what to do yet, but I make a ribbon using Cloth simulation
https://www.youtube.com/watch?v=Za2pUXVDcvI
The existing armature belongs to the side used to move
It's impossible to make a difference
I'm going to make a new armature and work on it
If you turn off the existing armature, you will be out of your original location and go back to your original location, so I don't know what to do
What should I do?
If I'm wrong from the beginning
I'd really appreciate it if you could tell me the whole thing

Hello, you don't even need an armature, just a long subdivided plane that follows a curve thanks to a Curve modifier, then at the end animate the vertices of the curve so it makes the knot (hardest part)

It's true, I don't know why I didn't think of doing this, yes, it's time to do the hard part. Thank you

Well, if you just follow path on the object, there is no deformation on the surface

I'm not talking about a Follow Path constraint but a Curve modifier and you move your plane so that it deforms along the curve

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

Create your ribbon, create a curve that draws the path that the ribbon is supposed to follow, give a Curve modifier to your ribbon, move the ribbon so that it deforms along the curve:

As for the knot at the end, that's the hardest part, you'll need to parent each vertex of your curve to an armature bone and animate the bones


text:
bpy.ops.import_scene.gltf throws exception when run from a plugin but not when run from the scripting tab
I made this custom exporter for my game and now I want to add an option to convert every file in a directory to my custom format. The problem is that the bpy.ops.import_scene.gltf function throws an exception when called.
What's weird is that if I run this code, which is the same as the batch_conversion function in the plugin, in the scripting tab it works as expected:
import bpy
import os

batch_path = "E:/Assets/test"
for root, dirs, files in os.walk(batch_path):
    for f in files:
        filename, extension = os.path.splitext(f)

        if extension == ".glb" or extension == ".gltf":

            bpy.ops.object.mode_set(mode='OBJECT')
            bpy.ops.object.select_all(action="SELECT")
            bpy.ops.object.delete()

            import_file = os.path.join(batch_path, f)
            print(f"Importing: {import_file}")
            bpy.ops.import_scene.gltf(filepath=import_file)

I'm using blender 4.1. Here's the exception that is thrown:
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\__init__.py", line 2012, in execute
    return self.import_gltf2(context)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\__init__.py", line 2045, in import_gltf2
    return self.unit_import(self.filepath, import_settings)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\__init__.py", line 2060, in unit_import
    BlenderGlTF.create(gltf_importer)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 35, in create
    BlenderGlTF._create(gltf)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 42, in _create
    BlenderScene.create(gltf)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_scene.py", line 35, in create
    BlenderNode.create_vnode(gltf, 'root')
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 46, in create_vnode
    BlenderNode.create_vnode(gltf, child)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 32, in create_vnode
    obj = BlenderNode.create_object(gltf, vnode_id)
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 81, in create_object
    BlenderNode.armature_display(gltf, obj)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 142, in armature_display
    bpy.data.collections[BLENDER_GLTF_SPECIAL_COLLECTION].objects.link(bpy.context.object)
TypeError: CollectionObjects.link(): error with argument 1, "object" -  Function.object does not support a 'None' assignment Object type
Error: Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\__init__.py", line 2060, in unit_import
    BlenderGlTF.create(gltf_importer)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 35, in create
    BlenderGlTF._create(gltf)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 42, in _create
    BlenderScene.create(gltf)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_scene.py", line 35, in create
    BlenderNode.create_vnode(gltf, 'root')
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 46, in create_vnode
    BlenderNode.create_vnode(gltf, child)
  File "C:\Program Files\Blender Foundation\BlendTraceback (most recent call last):
  File "C:\Users\marce\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\blender_exporter.py", line 364, in execute
    batch_conversion(context)
  File "C:\Users\marce\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\blender_exporter.py", line 316, in batch_conversion
    bpy.ops.import_scene.gltf(filepath=import_file)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\modules\bpy\ops.py", line 109, in __call__
    ret = _op_call(self.idname_py(), kw)
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
RuntimeError: Error: Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\__init__.py", line 2060, in unit_import
    BlenderGlTF.create(gltf_importer)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 35, in create
    BlenderGlTF._create(gltf)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 42, in _create
    BlenderScene.create(gltf)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_scene.py", line 35, in create
    BlenderNode.create_vnode(gltf, 'root')
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 46, in create_vnode
    BlenderNode.create_vnode(gltf, child)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 32, in create_vnode
    obj = BlenderNode.create_object(gltf, vnode_id)
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 81, in create_object
    BlenderNode.armature_display(gltf, obj)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 142, in armature_display
    bpy.data.collections[BLENDER_GLTF_SPECIAL_COLLECTION].objects.link(bpy.context.object)
TypeError: CollectionObjects.link(): error with argument 1, "object" -  Function.object does not support a 'None' assignment Object type
Location: C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\modules\bpy\ops.py:109

Error: Python: Traceback (most recent call last):
  File "C:\Users\marce\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\blender_exporter.py", line 364, in execute
    batch_conversion(context)
  File "C:\Users\marce\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\blender_exporter.py", line 316, in batch_conversion
    bpy.ops.import_scene.gltf(filepath=import_file)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\modules\bpy\ops.py", line 109, in __call__
    ret = _op_call(self.idname_py(), kw)
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
RuntimeError: Error: Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\__init__.py", line 2060, in unit_import
    BlenderGlTF.create(gltf_importer)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 35, in create
    BlenderGlTF._create(gltf)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_gltf.py", line 42, in _create
    BlenderScene.create(gltf)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_scene.py", line 35, in create
    BlenderNode.create_vnode(gltf, 'root')
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 46, in create_vnode
    BlenderNode.create_vnode(gltf, child)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 32, in create_vnode
    obj = BlenderNode.create_object(gltf, vnode_id)
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 81, in create_object
    BlenderNode.armature_display(gltf, obj)
  File "C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\addons\io_scene_gltf2\blender\imp\gltf2_blender_node.py", line 142, in armature_display
    bpy.data.collections[BLENDER_GLTF_SPECIAL_COLLECTION].objects.link(bpy.context.object)
TypeError: CollectionObjects.link(): error with argument 1, "object" -  Function.object does not support a 'None' assignment Object type
Location: C:\Program Files\Blender Foundation\Blender 4.1\4.1\scripts\modules\bpy\ops.py:109

The models I'm trying to import are from here.
What may be causing this?


text:
How to freeze the hand movement

Hi,
I'm new to blender rigging. I copied a movement from Mixamo to my own rig, now I want to freeze the hand movements (only) and also want it to rest it's hand (as I can not make it grip, no finger bone) on the handle of the object in front of it.
Please help and forgive if you found it a stupid question.

If the action comes from Mixamo the bones probably don"t have IK constraint, the first thing would be to create an IK constraint on the forearm, with a controller bone, and give the controller bone a Child Of constraint with the bar as target so that the forearms and hands stay still

There is an official Mixamo add-on for Blender that adds IK controls to the rigged character so you don't need to create them yourself. It looks like that you need this fix to make it work in Blender 4.x (I haven't tried it).

If the action comes from Mixamo the bones probably don't have IK constraint, the first thing would be to create an IK constraint on the forearm, with a controller bone, and give the controller bone a Child Of constraint with the bar as target so that the forearms and hands stay still.

Thanks for your reply. I will try this and let you know. Though I tried "child of" constrain earlier but without IK bone, it didn't work.


text:
Strange blue/green seam between skin materials
I've tried researching this issue as it is sometimes a recurring problem for me but I can't seem to find a forum or answer for it anywhere. With some models I work with I get odd green and/or blue lines along areas with different materials even if the coloring matches. My best guess was a subsurface glitch, but that doesn't seem to be the case unless I am wrong. Is there any way to prevent this that I am not aware of?

I have seen something like this before and there the reason was an inner face between the head and the body. But without the file I cannot tell.


text:
How can I have bloom and transparency on my animation?
I am making a transparent animation with EEVEE bloom. How can I make this work? I have tried some tutorials but they don’t work. When i try to use them it looks fine in blender but when it’s saved, it only has the bloom without the actual object so it is just white and bloom. How could I fix this?

https://blender.stackexchange.com/questions/57816/how-do-i-get-the-glare-node-to-output-transparent-instead-of-black-background https://blender.stackexchange.com/questions/173932/exr-color-difference-to-png https://blender.stackexchange.com/questions/260675/glare-alpha-not-saved-to-png-file https://blender.stackexchange.com/questions/222837/blender-does-not-set-the-alpha-channel-correctly/222893#222893


text:
Blender not booting after addon installation attempt
I tried installing this addon through its python script in Blender's text editor: https://github.com/ChicoEevee/Pokemon-Switch-V2-Model-Importer-Blender?tab=readme-ov-file#readme
There wasn't any apparent effect, so I ran it multiple times (which, in hindsight, wasn't a good idea). I then went to check the addon manager to see if it was there, but it wasn't. I then clicked the install button to see if I could install it from the script itself, but Blender crashed immediately.
Now, whenever I open Blender (I use the Steam launcher), it opens for a split second before immediately closing. I have verified the file integrity and reinstalled Blender with no success.
Can anybody help me figure out the cause of the crashing? And, if possible, also tell me how exactly I can install this addon? I am unfamiliar with Python and scripting in Blender, so any help would be very appreciated.

Have you executed the script in the Script Editor ("text editor") or installed it via the menu Edit > User Preferences... > Add-ons?

When you install a script via User Preferences > Add-ons it's copied into your user home where the other preferences are stored. Since they are located in a separate folder, the installed add-ons will not be deleted when you reinstall Blender. Open the preference folder, look for the add-on folder (e.g. \Blender Foundation\Blender\4.1\scripts\addons), and remove it.


text:
"blender.stackexchange.com/questions/258880" this question was addressed using python, but how could this be done in Animation nodes?
Using python, how can I update a text object in a blender animation, every 10 frames, using data from a csv file containing 8million data points?
This question was addressed nicely by alambre using python (as requested). @chris proposed an Animation nodes solution but didn't get the opportunity to elaborate.
I'm curious to know what an animation nodes solution would look like to the same problem. I'd hope  to try both solutions and weigh up the pros and cons in the context of my own production workflow. Thanks for reading my question and for your time.

node setup:

read data - python script:
import csv

data = []

with open('/Users/chris/downloads/nueva_data.csv') as f:
    reader = csv.reader(f)
    for row in reader:
        data.append(row)

result:

Note: i am using a Macbook so your file path string might look different.

Update:
unfortunately with the upper version and with 8 Mio data entries it feels like waiting endless for a result. So this version just reads one time on frame 1:

that actually looks not too complicated at all. Does it load in all the data first or does it stream the data from the file as needed?

thanks man, that is quite a simple set up! so to pull in the other data Id just add a get list element for each value  that I want to display.

worse - it reads it every frame....we should improve that

i am working on a better solution...give me some minutes ;)

lol take your time please. For my own purposes I only need one row of data at any one time and that will be in sequence. Maybe could load the row based on the frame number or load the next hundred values every hundred frames..

updated my answer

yeah, you are right....reading in chunks would be a better solution

but this is then more a python than a animation nodes question ;)

I assumed Animation nodes writes Python behind the curtain. This is very helpful either way, as I plan to add in some updating stats as blender moves through the csv content. Value Frequency, probability vs actual occurrence. Highest values, a rolling median result. I think AN might be useful for that also.

AN is useful anyway!!! It is an AMAZING tool and by allowing any python code in between (script node) possibilities are endless. Unfortunately this isn't possible with GN, Shader nodes etc. It is such a great power....!!!


text:
How to cut/slice a plane mesh into three equal pieces
I have a round mesh plane that I'm trying to divide into three equally-sized and separate meshes. I made a cutting tool using three planes I joined together, which I'm trying to use to perform this operation. What workflow can I use to achieve the result I described?
Using Blender v2.82a.

If you stick to your method you can join the 2 objects into one, go in Edit mode, select one of the 2 meshes and go into the Face panel > Intersect (Knife):

Then remove the planes vertices, select the edges that it has created, press V to separate.
I guess there are plenty of methods to do what you want, you can also create a single edge and use the Spin tool, choose an Angle of 120°. After that duplicate and rotate 120°:

Or you can start with a single edge and use the Screw modifier, then again duplicate and rotate 120°:

Or you can create a 36 vertex circle, Fill Type > Triangle Fan, then select 3 edges and press V to separate:

These are all really great solutions :) thanks for sharing!

You could just create a curve of type Sector with an angle of $120°$ and duplicate it.


text:
Blender crashes when inserting a keyframe via Python
I'm trying to programmatically vary the strength of an Emission surface and insert keyframes in Blender. I can vary the strength of an the emission, but when I try to insert a keyframe the software crashes. I don't have any new insight after reading the API Gotchas, so now I'm wondering if I'm ignorant of a fundamental or am having a system issue.
Here's a link to the file, and here's the relevant code:
import bpy
import os

#clear the terminal window
os.system('cls' if os.name == 'nt' else 'clear')

def emission_control():

    #initialize the starting key frame used in the loop
    start_key = 0

    #drop the initial keyframe
    matl = 'TestMatl'
    emiss = 'Emission'

    #these lines of code work--the emission strength change in the Object window
    emiss_matl = bpy.data.materials[matl].node_tree.nodes[emiss].inputs[1]
    emiss_matl.default_value = 10

    #this line causes Blender to crash
    emiss_matl.keyframe_insert(data_path = 'default_value', frame = start_key)

if __name__ == "__main__":
   emission_control()

System information:

Ubuntu 20.04
Blender v2.82a

It's a bug in 2.82a.  2.82a is no longer supported; you need to update to at least 2.83LTS to get support.  However 2.83LTS will stop being supported in a couple of months; so better to upgrade to 2.93LTS at least

i'll upgrade and attempt again. thanks for the tip.

Upgrading the software version solved the issue. The crashing was indeed due to a bug in v2.82a.


text:
Help to make fully adjustable paper stack in Blender 3.1 (from Blender 2.93)
A complete beginner here trying to recreate some projects to learn by experience.
I was following blender 2.93 tutorial  https://www.youtube.com/watch?v=Dc2Mt0AK-qA&list=PLbHww4s6zG1UZ5-wwtyp-IhZLzY1X2tSr&index=11 ) on how to create a fully adjustable paper (money) stack

Number of papers in stack
Random Rotation
Random Position

Here is the result I had in blender 2.93 but how to recreate same with new node system in blender 3.1?

Here is the node structure from old nodes. I tried every reddit post to understand what to do but i REALLY can't get my head around it. Please give me some pointers how to recreate same thing here...

I was too lazy to name the inputs correctly but i think it is not too hard to find out ;)

with random positions:

Chris. God bless you man... If you are ever in Prague holler I will repay this in kind

Please click on the checkmark left to my answer if this helped you. Thanks.

Chris I am losing my texture image i have on it is there a way to keep it?

if you provide your blend file, i will check it. it depends how you did it...

Here you go bro: https://drive.google.com/file/d/19iYdSJtdj9gMYZa1S0H0iM0n7XjWelmv/view?usp=sharing

@JunaPaichadze: you didn't add the material to your circle object. so select circle, go on material properties, press +, then select the material you want to have [1]: https://i.sstatic.net/CglcI.png

but please - do not ask further questions in comments. Just open a new question so everybody can learn from it. Thanks. You can ask/open as many questions as you want.

Let us continue this discussion in chat.


text:
Use Python to select vertices in Blender 4 so I don't have to select them manually each time?
I'm importing a copy of the same mesh every day. I'm selecting the same vertices on the mesh and creating vertex groups from the selections. It's time consuming to select the vertices by hand. Since I always need to select the same vertices on the same mesh, I was wondering if there was some way to record my selection once, and use scripting to make the selection from now on?
I did look at some posts with similar titles, but they seemed to describe a different problem.
I have a beginner understanding of how Python scripting works in Blender. I just started using it and I've only made one script so far to create, name, position and parent a bone.
I'm using Blender 4.0
Thanks much for any information/help

do you create also the same vertex groups?

Sounds like you could use the data transfer modifier

Could you define 'copy' a bit more closely? From the question as written, it's not immediately clear why you are re-importing.. why you don't just retain the mesh with its assigned vertex-group.

I wonder if this is an XY problem and I just wasted my time  on an answer... Well, good to encourage someone to learn Python in any case, I guess...

Thank you so much. This is exactly what I wanted to do and your answer was easy for me to understand. The reason I need to keep using the same mesh is because I am iterating and adding morphs in a different app then importing to Blender for weight painting. I use the vertex groups to do precise weight editing with parameters rather than the brush tool.

If it's the same mesh, the indices of vertices should not change, so you could select them by index. You could select the vertices you wish and make yourself a list:
import bpy

vertices = bpy.context.object.data.vertices

selected_verts = []

for v in vertices:
    if v.select:
        selected_verts.append(v.index)

print(selected_verts)

You get the list printed in the System Console

Then you can select the same vertices by running this with the list copied from the console:
import bpy

vertices = bpy.context.object.data.vertices

verts_to_select = [1, 3, 8, 9, 11, 12, 22, 24, 25, 34, 35, 37, 38, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 74, 96, 97, 98, 99, 100]

for i in verts_to_select:
    vertices[i].select = True

Note that this only works from object mode. So you have to switch to object mode when running the scripts from the text editor. It will not deselect any already selected geometry. If you wanted to deselect what's selected you would need to deselect vertices, edges and faces since those are different things under the hood. See this answer
You can also have a look at Templates menu in the text editor to see how to put this in to an add-on or an operator so you can assign a hotkey.
Off course you could just add the list of vertices to a vertex group as well:
import bpy

vertices = bpy.context.object.data.vertices

verts_to_group = [1, 3, 8, 9, 11, 12, 22, 24, 25, 34, 35, 37, 38, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 74, 96, 97, 98, 99, 100]

bpy.context.object.vertex_groups["Group"].add(verts_to_group, 1, "ADD")


text:
Possible to transfer face blend shapes that only affect the face and not the rest of the body?
I have two character meshes with identical number of vertices and identical vert order and identical shaped heads, BUT different shaped bodies. I'm wondering if it's possible to create face/expression blend shapes for one and copy them to the other in a way so that only the vertices of the face are changed and not the vertices of the whole body?
I tried this in another software but it didn't work, even though the blend shapes on the source character only moved facial vertices, when I applied them to the target character, the whole body was changed into the source character, not just the face expressions. I'm still pretty new to Blender.
Thank you very much for any information

In my example, male body has a shape key that elongates its head.
In object mode I select the male obj, I turn the shape key on, Shift select the female object, go to shape keys menu > Join as shape.
Now a shape key is created that deforms both head and body: select and activate this shape, go to edit menu, select all body vertices, go to vertex menu > Blend from shape, choose Basis and deactivate its "Add" preference, so that - in this Shape key - all body vertices get back to their Basis location.

Another method is to select all face's vertices and assign them to a vertex group, then use this vertex group to limit the action of the shape keys (Vertex group slot in the Shape keys tab).


text:
How can I rotate my rig's hip bone without moving the feet?
I want to move my rig's hip bone while keeping the feet in place.
I've been stuck on this for days but I feel like I'm so close to solving this problem.

The feet move up and down when the waist/hip bone is rotated. This is not what I want.
Below is my desired rotation effect (please excuse the lag):

The feet stay still when the hip bone is rotated. This is what I want to achieve.
I hope this wasn't too hard to understand, I'm not good at explaining things.
Here is my .blend file if that helps.

From what I can tell, you want the legs to stretch (slightly) instead of the foot moving. Click on the yellow lower leg bones, and then, under the Bone properties panel, click on Inverse Kinematics (if it's not open), and turn the IK Stretch up to something low, like 0.05. Now, when you move the Waist bone, it should keep the foot on the ground, at the expense of the lower leg bone stretching when the Waist bone goes too high for the foot to stay still. Hope this helps!
Edit: If you want the stretching to be less noticeable, select the upper leg bones as well, and add half the IK Stretch value of the lower leg bones to the upper leg bones.


text:
Inverse kinematics for pre rigged model in sketchfab titanus scylla
I downloaded this Titanus Scylla model from sketch fab
https://sketchfab.com/3d-models/titanus-scylla-eb99bfcc05bc42ac9477738c4e9b6641
It’s prerigged but when I go into pose mode and I move around a bone it just stretches out. How can I apply inverse kinematics to this model?
Can someone let me know if the bones are connected? What I need to do? Do I need to reorient them? When I go into edit mode the shapes are pointing away from the model


text:
How do I create points along the middle of a text character?
I want to automatically place objects along the center of some text, instead of along the edges. Before I can do this I need some points.
The problem is how to avoid manually placing points in the shape of the characters. I'm assuming the way to start is to convert the text to a curve, but that leaves me with a wide, closed curve defining the edges of the text. However, in this case I would like to get a zero-width curve (basically a skeleton) running through the middle of the characters, preferably with control over the spacing between points.
In other words, I want to go from this

which is what you get after converting to a curve,
to something like this

Here I've done the work manually, but I would like to automate it somewhat, so it can be applied to any string of characters.
Of course, if solved with curves the text aspect of it is not really relevant; it's a general problem about curves. But if there is some other way to solve it, without using curves, I would still like to know.

there's a centerline tracer in inkscape, feed a picture and get that skeleton line... not something like that in blender, but a quick way would be to offset the curve to thinner it and then in geometry nodes drop some points on it... wouldn't be perfect though


text:
Mesh deforming severely when trying to use armature
I have been having a issue where when i try to rig something with armature, it severely deforms the mesh. A image is better of explaining it than I am.

Looks like a classic case of bad vertex weights. That is, some vertices are more / less “weighted” to be influenced by a particular bone than they should be. There are many tutorials and other questions on the subject. Search “vertex weight painting.”

It also looks like overlapping geometry to me... if you haven't retopologized yet, do that, get a good edge flow with no inner faces


text:
How Do I Add Objects To A Specific Part of a Geometry Node Object?
I followed a tutorial by GC Obaid where I created a chocolate bar utilizing geometry nodes. I'm new to geometry nodes and I'm not sure how to add, for example, fruits, nuts, etc to the back of the chocolate bar only. I'm ok with some bits being embedded and protruding out or just simply resting on top of the back of the bar. I tried a particle system, I tried modifying his node setup with more nodes, but had no idea what to add, then I tried making a separate node setup to add in the modifiers tab. I found this setup on here, but forgot who made it, sorry. The objects in question do show up with this set up, but they're far away from the bar. The bar is based off of a cube. Thank you in advance for the advice.

You want to use vertex groups (weight paint) to control where items are distributed.
While in Edit Mode, choose Weight Paint

Paint the area red where you want to distribute items

In the Vertex Group properties section, name your weights (here, "Weights")

Back in Geometry Nodes, drag the "Density" from Distribute Points on Faces to the Group Input. This will allow you to choose the vertex group.

In the Geometry Node modifier, a new input will be added. Clear out the existing text and click in it. It will show the available vertex groups (here, "Weights" at the bottom.

Back in Geometry Nodes, if you change the distribution to Poisson Distribution you can adjust the amount of items. I increased the max value quite a bit here.

Blender Guru covers this in the donut tutorial around the 20:13 timestamp  https://youtu.be/4WAxMI1QJMQ?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD&t=1213

I found that the main geometry node group for the chocolate bar will show the vertex group, not the second node tree for the toppings. I ended up transferring the nodes that are found in Guru's tutorial, now my toppings, into the original chocolate bar node tree and the objects are at the bottom, but still far away from the chocolate bar. I'm going to try to play around with the object info node's location what whatever may help. Thanks again.


text:
Armature changes mesh weirdly
I am new to blender, so I will do many mistakes while writing this question. So please forgive me for that
As you can see here when I move the armature the mesh of only hand should change, but weirdly it also changes mesh of stomach too.
I followed this tutorial to make this
Here is my model file : Blender File

Edit: As Blunder points out, it comes from the bad scaling of your object, in Object mode you need to apply the Scale (CtrlA > Apply Scale). Once done, as it has inverted the normals, you need to go in Edit mode, select all and recalculate with ShiftN.
As for the hand moving the stomach vertices, remove these vertices from the vertex groups you want:

As for your second object, select the faces that are all along the axis and remove them:

Now select the inner meshes with some L (you can also selet one face then with CtrlL it will select the whole mesh):

Remove them:

Also don't forget to enable the Clipping option in the Mirror modifier.

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Your answer worked.. thanks for that... But, I created another model and did exactly same thing which you told but  in this one, the problem of mesh changing wierdly when we change the armature of the hand still exists.. Please check the model file here

not sure what you mean, first thing you should not create thickness, unless you have a good reason (?), plus it has created some faces all along the axis

@moonboots is there any way to fix it now?

select and remove the faces all along the axis, then with L select the inner mesh and remove it, it should work

I've editeds my answer, I hope it helps

@moonboots omg you are a genius!!!!! it worked thanks!!!! how the hell do you know so much about blender????

I looked into it. As @moonboots pointed out. You need to recalculate your normals. You have to go into edit mode and select all your faces:

After that, parrent it to the armature using the Automatic Weights.
It should work after that.

Hope that helps


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Can you use older blender addons in newer versions
For example if you have an addon that works with 2.9 can you use it with 3.0??

depends on the add-on

Older addons will work with newer releases if they don't use functionality that was changed between the two releases.  2.9 Addons that use 2.9 style Geometry Nodes probably won't work in 3.0 because there were widespread changes in Geometry Nodes.  Addons that consist of collections of Cycles materials probably will; because Cycles X maintained material compatibility with Cycles.  Even if functionality didn't change, sometimes changes in the Python interface will break an old add-on.
You can research what broke between releases by looking at Release notes.  Here are the 3.0 Python Release Notes for example.  You can see a list of Breaking Changes part way down.  If an add-on relied on any of that, it won't work.
In the end, the only way to find out for certain is to try, although the more certain way is to wait for the add-on developer to either post a version that will work or a notice saying that the old version does work.


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How to make line from SHP file thicker?
I am new to blender and working with BlenderGIS and geodata. After creating contours lines in QGIS and exporting them as SHP file I imported them with the BlenderGIS plugin.
There is 1 layer for contour lines every 10m and another for contour lines every 50m.
I want to be able to differenciate them. I would like to make the 50m lines thicker and if possible anotate them with the right altitude.

What I tried:

styling the lines in QGIS but SHP doesn't export styling
color the lines but it is not visible
messed around with grease pencil and modifiers but I don't really know what I am doing.

You can try adding a skin modifier. Might choke your pc if there are two many vertices though. Or convert to curve and add a bevel

The skin modifier gives the result that I am looking for but only for the first bottom contour line. I ended up converting it to a curve and adding a bevel of 0.5m. Thank you.


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How to cut plane/ocean modifier?
I am looking to clip the plane created by the ocean modifier - as a boolean modifier would do. This method worked well with a terrain with a simplier shape and only one dam.
The end result sould be that the water stops behind the 2 dams and doesn't go past the terrain.
What I tried:

using the boolean modifier with each object one after the other terrain, dam1, dam2: this makes my ocean disappear
useing the boolean modifier's collection operand type: this doesn't do anything (probably because the cube used as a start for the ocean modifier is small?)

The blue parts is what I want to cut out.

Just another view.

You will need an object that is continuous -- that includes both of the dam meshes AND connected by the terrain between them.    Perhaps make a duplicate of the dams, JOIN them.  In EDIT mode, select (rectangular subsets) of the closet unconnected vertices (top and bottom) and use Vertex >> New Edge/Face from Vertex 'f'.   You can use the result as your boolean object on the water surface.  Downside: if you want to change some aspect of one of the dams, you'd have to start over recreating the boolean object.

That wouldn't be a problem as I won't need to change the meshes anymore. Unfortunately I am stuck at "select (rectangular subsets) of the closet unconnected vertices (top and bottom)". How do I know what are the closest unconnected vertices (top and bottom) ? Wouldn't a simple ctrl - J be the same ?

I ended up deleting the vertices manually in EDIT mode. Not the best workflow but it did the job.


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How to delete edges of all flat surfaces?
Is there a faster way to delete edges of a flat surface than doing it manually ? I have a terrain with multiple lakes and don't need to have so many vertices and edges on the water.

Here is a part where I started to do it manually.

Select a face in the flat area, and ShiftG > Select Coplanar. (It has a threshold setting, if needed, in its F9 panel)
Adjust if necessary, and X > Limited Dissolve. (Which, as Kuboå has just reminded us, also has a threshold setting, by Normal :) )

I was just about to link to @Kuboå ' s perfectly good answer, and mysteriously, they deleted it?

Selecting all like I did would also get rid of some shallow-angled faces from the mountainside instead of just the flats. First selecting the faces by normals like you do would be better practice for OP's desired result so I deleted my answer.

@Kuboå    Okydoky .. I genuinely did need  the 'Normal' threshold in the  limited dissolve pointing out, so that's incorporated.

Thank you, this is exactly what I was looking for. I didn't see @Kuboa's anwer but it is correct that I only want to simplify the mesh in the lake areas and keep even all other faces.

Just for reference: with the extra step of creating a vertex group after selecting the lake, you could also use a Decimate modifier, with Collapse decimation. This would also give the option to only remove some of the geometry.


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Which topology is more optimized/recommended to work with?
I've got 2 images to share with you and get some tips on topology...
First one is much organic, however has more vertices,
Second has less verts but doesn't look organic,
What should I go for? The objects are going to be used in Unity
Thanks in advance.

Wth is going on here...? Is it an optical illusion or what? https://i.imgur.com/4x23BTX.png Can you show the objects with shading or upload a .blend file?

You have forgotten the 3rd one - these two objects are disconnected, and in this way - the lowest amount of polygons and no n-gons. This is more suitable for examples like this, then the addition to main surface is small.
In the second example not so many polygons are removed, because whey are going to be converted into triangles, so the front face has almost the same amount of polygons as in the first example. But basically the answer is it depends.
But I would prefer first example from this two, because:

example like this is more suitable for animation
may have fewer artifacts due to triangulation
saving polygons is not so efficient as if you just make two boxes
it is harder to work with n-gons (e.g. adding loop cuts), so second example is harder to maintain


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Making sense of the FBX export settings in Blender when the FBX files are imported to Unity
Exporting a Blender model in FBX using different settings for Forward and Up is not giving expected result when exported to Unity
I have a cube in Blender that I assigned different colors to for each of its sides as shown below.

I exported the Cube to FBX format using all possible combinations of the Transform's Forward and Up settings as shown below

When I imported the models to Unity, I see the Cubes from the FBX files in the exact same orientation irrespective of what settings I have used for Forward and Up when exporting from Blender

Since I've exported the Cube with different Forward and Up values from Blender to FBX files, I was expecting different orientations of the cube when I import the FBX files in Unity, but that is not happening here. Wouldn't the Forward and Up settings when exporting to FBX has no impact on how the models are oriented when imported to Unity?
All the files are available at: https://wetransfer.com/downloads/e78be26ddf55b85e0414b8a2ea238fd620231207110717/b5c95b

Well, this is basically not a Blender question (so it will likely be closed) but I guess a lot of people have this confusion when using Blender export, so I'll answer it here.
Have a look (in Unity) at the gizmos and the Transform component in the Inspector when selecting the game objects one after another and it should become clear. The Transform component already contains different (90°) rotation values mapping to the FBX export settings thus all objects appear aligned in the scene.

You can apply the FBX settings when you select an imported model in the Project viewer and tick Bake Axis Conversion under Model in the Inspector. Now the gizmo of the model will match the scene gizmo and the model is oriented as you would expect.

When I reset the Transform Component on the Cubes, I could see that they are oriented differently. Thank you for the clarification. However, when I check and apply "Bake Axis Conversion" on all the exported Cubes, they all look the same (even after resetting their Transform Components), so is it safe to say that the "Bake Axis Conversion" undoes the export settings that I used to export the Cubes from Blender?