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File Output Node not Working in Certain Cases
I am aware of this thread: File output Node not working
However this is not my problem. I have used this file to output to files, but I am trying to use a 3rd scene in order to composite the 1st 2 scenes and output them individually for further compositing in different software later.

The 2 scenes are compositing and rendering as a png perfectly, but the individual scenes will not save as exr's. I just cannot understand it. This should work.
I've checked everything I can think of. It also will not save the renders with the composited layers disconnected. This setup worked in other setups.
I was delighted to find that you can render scenes with different render engines in the one render pass, and I can even composite them in blender - it's all working, but I want the renders seperated to use in VFX software.
Actually - now I think of it I am using 2.92 beta, I will try the release (2.91) where I had this working before. But I'll leave this here in case anybody else runs across the issue, or in case somebody might know what I am doing wrong.

https://blender.stackexchange.com/questions/16152/save-all-render-passes-to-exr-image and https://blender.stackexchange.com/questions/22928/different-render-per-layers?noredirect=1&lq=1

No the problem persisted in 2.91. No file was outputted for each of the renders. Neither of the threads susu pointed to was relevant to this situation, although I did not try using a separate output node for each render layer. I will try this next. I successfully used a single file output node outputting different render passes but possibly it doesn't work when rendering separate layers. In the end, I rendered each layer manually - the Eevee layer rendered extremely quickly so it was not too much of an issue. I would like to resolve this because I'd like to make it part of my work flow.

I'm pretty sure that it will work when you would use 2 output nodes, one per layer.

Hi everyone or anyone - I am still having a problem with this. It's a problem when when combing Eevee scene renders and cycles - I really need to get the exr's seperate for compositing. The file output nodes are absolutely not working. Everything is set up correctly, but natch.


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Understanding Memory Usage Whilst Rendering in Cycles
I am trying to understand memory usage whilst rendering in Cycles with a view to making good upgrade option decisions.
I have a large scene which for my system is very heavy to render. I have 32 Gb of RAM but have had to increase the swap file to 90 GB (yes 90Gb!) in order to fit the scene in without crashing Blender. And that's after optimisations and turning off everything I don't absolutely need. Compositing is not really an option (it partially is) - but for the purposes of this question it isn't relevant anyway.
So my system is using 82 Gbs of RAM to render the scene, but the render screen shows a peak of just over 14 Gbs of Memory, whilst the scene information in the lower right hand corner is showing memory of around 48 Gbs, VRAM 1.4/6.0 Gb (that would be the viewport).
What do they refer to? The render pane is showing a peak of 14.5 Gb of Memory, bottom right hand corner 48 Gbs, and the system 82 Gbs.

The system using 82 Gbs; that is surely all the objects assets and textures loaded and ready to be accessed.
48 Gbs, is that what is currently being accessed in order to render the scene?
14.5 Gbs peak, is that the memory required to render the scene (lighting, samples, etc)?

If I upgraded and dual-linked GPUs via NVlink, so I had a pool of 16 Gbs for GPU rendering, would I be able to render via GPU? My biggest bottleneck to achieve what I am looking to do in blender is render times/VRAM. RTX 2060 Supers NVlinked on optix would give me 16 Gb VRAM and really good rendering performance for a reasonable price. It means I could prioritise fast processors instead of multiple cores.
Can anyone help with this?

source: Stack Exchange

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

sort: votes


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Proportional Editing Causing Blender to Hang
I'm not entirely sure how I can be helped, but I wondered if anyone has experienced Blender hanging while using proportional editing.
I am editing a model for a halloween short, and using proportional editing to move some accessories (fairly high poly count - nothing silly). I managed to do it initially, though not with some hangs, but now I cannot move anything and Blender hangs for at least 2 minutes at a time.
The component of the model is weighted to an armature, and I am doing the edit in rest mode. What changes I have made have worked with the armature, but I am trying to fine tune it.
I propose now to import the model and armature into a fresh Blender file.
I generally use Linux and 2.90.1 and I tried the same thing with same results in 2.83 on the Mac. I am not optimistic that it will resolve the problem.

As suspected, importing into a new project did not really work, but by focussing on the 2 objects, the accessories and the pumpkin I could eventually make the adjustments though not without long, long hangs.

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


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Differences Between Mesh and Lamp Lighting - Eevee vs Cycles
Here is a primer for this question with a good explanation of the differences between Eevee and Cycles: EEVEE and Cycles render lighting differences
I understand (roughly) the difference between the way Cycles and Eevee handle lighting. My question relates to my desire to convert a relatively complex city scene from Eevee to Cycles.
One of the limitations is that Eevee only allows 128 lamps. I ran into this limitation when trying to extend the scene quickly by making instanced copies of sections of it. Using mesh lighting does not result in shadows being thrown convincingly or light reflections from objects, so it was necessary to use a point light in connection with a mesh light for street lamps. Mesh lights do not for example create reflections off volumetric textures.
If I want to convert the scene to Cycles;

Do I have a similar limit of lamps (point/sun/area/spot)?
Or since the street lamps or mesh lights already exist, should I disable the point lights as the mesh lights will work in the same way as a light source?
Or should I use them in conjunction with each other as I did in Eevee?

My guess is that I probably should disable the point lights since the mesh lights ought to work realistically and the point lights only add to rendering time by creating an unnecessary light source.

https://blender.stackexchange.com/questions/65157/lighting-problem-in-cyles/65171#65171

Hello :). Cycles has no limit on number of lights, and mesh lights do indeed work very well on their own.

Hi - thanks to both of you. That takes a bit further along, but I'm still not quite clear on whether to persist using the lamp for a light source or the mesh. I'm currently using both. Does anyone know what impact using both has on rendering times? I am guessing (from Duarte's post that the lamp light source) will reduce noisiness. I will of course try both, but is there a "best practise" for lighting dark scenes, lamps versus mesh?


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Eevee uses too much Memory
I have a fairly complex scene which is consistently crashing or glitching out my system:
Ryzen 2700X 32 Gb RAM, RTX 2060, 90 Gb Swap file. Linux Ubuntu.
I am using Blender 2.90.1 but this was occurring in earlier versions.
I have had to increase the swap file on my system, and the amount of memory the scene is using when trying to render in Eevee is 90 Gb...I just don't understand it. It's big but not that big.
By contrast rendering in Cycles (BPT) is only using 20 Gb, and renders without issue, other than it takes a long time.
The main culprit seems to be a character that has UDIM textures, but the rest of the scene is using "way too much memory" as well. I have been able to render the scene in the past but only just, and it often has glitches. There is enough swap memory to allow the scene to render in theory, but I seem to now have pushed it over the edge.
I don't understand why Eevee requires so much memory to render but cycles does not. Can someone explain?

Suggest try to render using the command line: https://docs.blender.org/manual/en/latest/advanced/command_line/arguments.html

Thanks for the suggestion but I am not sure how this would help. It would also be useful to know how to use command line to start renders...the document doesn't explain.

Helps reducing memory usage: https://blender.stackexchange.com/a/16261/31447 Also, how to render using the command line is explained in the link I've posted (note: there are hundreds of great answers here explaining that as well)

Thank you again for your comment. For those struggling with the rather cryptic and lack of information on how to do this, you need to: 1) Open terminal 2) type in "blender -b" without the quotes, then a space. Drag the file you want to have rendered into the terminal at the location after the word "blender". This will locate the file you want rendered. 3) type a space and then "-a"...without the quotes. The instructions given elswhere are very confusing. The documentation on command line rendering can be found here: https://docs.blender.org/manual/en/latest/advanced/command_line/render.html

Update: I was able to get the render to start but it is using Cycles render, not Eevee. According to the documentation: "Render the whole animation using all the settings saved in the blend-file.", but it is not rendering in Eevee. It may be possible to use "-E EEVEE" by adding that before "-a".

Update 2: That should be "BLENDER_EEVEE". Also, I allowed the original render to render 1 frame with what must have been cycles (though I don't know whether it did in BPT or normal PT mode), but I don't know where blender saved it. It is not in my output location.

Eevee is still using too much memory. Using command line render made no difference - it was still using about 90 Gbs compared to Cycles which using less than 30. However it did help to render a few frames - it managed 18 of the 500 I am trying to render before crashing, but unfortunately those frames are also glitching. Does anyone have any other ideas? Why is Eevee using so much more memory than Cycles?

Update 3: This computer has been upgraded to a 2070 Super and this APPEARS to be rendering - though I won't know if it is without glitches because I stupidly decided to render as mp4 instead of image sequence. It still doesn't explain why Eevee is taking so much more memory than Cycles, but at least it is worth mentioning that 6 Gb card may not be enough for big scenes.


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Physics Disk Cache in Different Blend File
I have saved cloth and particle simulations to disk, and I would like to save the project with a different name in order to make changes to the scene but retaining these extensive particle and cloth simulations. However, if I save the project as a different version or different name, the project loses its link to the cached files on the disk.
The cache files are saved in the same folder hierarchy as the blend file, and "relative paths" is selected. Library paths was turned on and lite compression turned on. The cache was saved to disk and created a folder with the same name as my blend file.
If I "save as" and rename the file - for example, the original may have been called "Myfile v1" and I now want to make "Myfile v2", the physics disk cache is no longer recognised.
Normally, when saving the cache with the blend file, the cache is saved WITH the file and this is not a problem. The cache for these simulations is very large (about 6 Gb), which is why I saved them to disk, and I want several blend files to use the same simulation.
What is the proper procedure here? Why are the references to the baked physics being lost? How do I relink them?

Just bumping this....does anyone know how to make sure disk caches are linked when saving a file with a different name?


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Cannot Edit Light Properties
I have a situation where I cannot edit light properties on a light in my scene:

Does anyone know how to get the properties back?

The light is parented to an object but removing the parent does nothing.
Duplicating the light also resulted in no properties being displayed.
Adding a new light to the scene also resulted in no properties being editable (as in the picture).
Restarting Blender did not help.
Switching between different light types did not display any properties.

I can affect the light and animate its transforms but not its strength.

The answer is very simple - I had set up "Workbench" to do a test render last night on the animation - and you can't affect the lights in workbench mode. Who knew?
So if this turns up for anyone - now we know.


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Modifier Settings do not Copy Using Link or Copy Attributes

Default blend file
duplicate default cube
add cloth modifier to one.
change a setting within the modifier - for example vertex weight
Control - L - Link objects and choose modifier

or:

Enable copy attributes add-on and use control - C copy selected modifiers.

Result: neither methods will copy the modifiers WITH their settings - for example cache bake range.
Does anyone know of a way of duplicating modifiers WITH their settings to multiple objects?
Here is thread discussing copying modifiers but I need to copy the settings as well. Any thoughts anyone?
Add the Same Modifier to Multiple Objects at Once?

and where exactly is vertex weight in cloth modifier? ;) ...aaahh..you need vertex mass, right?

Yep. I just used that as an example. Change any of the settings and see if you can get them to copy to other objects whether instanced or not. I am making a kelp forrest with a submarine smashing through it...I have at least 20 kelp plants involved in the cloth simulation and I had to manually change the settings. You can save your own preset, but you have to set the cache range individually. OR - there is something I am missing.

I am not totally sure, but I think the physics settings are not really part of the modifier. That‘s why they will not be copied. And that’s why you do not change the settings in the modifiers tab.

Ok so how would one copy the modifiers physics settings? You can make a preset that will copy most settings, but not, say, the cache range. I can't believe there isn't a way...someone must have come across this situation before....


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Texture paint won't change color
I'm trying to use texture paint, and everything's working except the color is stuck as black. Can't figure out what's wrong, especially because it was working like an hour ago and now it's not.
If you can help let me know. Thanks

Could be uv issue but needs more details

could you please share your file (or a part of it)? https://blend-exchange.giantcowfilms.com/


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shader add transparency to black area
I have made a shader in blender and would like any black area to be transparent. I am relatively new to blender so forgive me if this question is ignorant.
Here is a screenshot of my workflow:

How would I make the dark areas completely transparent but keep the white areas opaque?
I have a feeling it is to do with the Transparent BSDF and the settings on the right panel, but I have no idea how to go about working it.
Any help would be appreciated.

Just plug the math node to the Alpha input instead.
And set Blend Mode to Alpha Blend to enable transparency.


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How to serialize Mesh Normals? [Both Split Normals and Averaged]
I'm trying to write a JSON Serializer in Blender that can be loaded in Unity3D. I'm having an issue with getting the same normal data as represented in the Blender ViewPort.
Assuming I'm starting with an object (obj), if I collect the normals via;
mesh = obj.data
for v in mesh.vertices:
    normal = [v.normal]

The resultant mesh is completely smooth ( 1 normal per vertex )
However if I collect the normals via the loops;
mesh = obj.data
mesh.calc_normals_split()
for loop in mesh.loops:
    normal = loop.normal

I then get a split normal, and it's as if the mesh has no smoothing on it at all!
Depending on the edge seam, or the auto-smooth angle, different vertices could have radically different smoothing, so how can I go about getting normals that correctly describe the smoothing of the object as scene in blender?
I've found I can 'hack' around this by manually splitting the mesh at hard angles, but I'd really rather not. Any help is greatly appreciated.

Your second snippet correctly fetches the normal at every corner. I couldn't understand what you said was wrong with it.

Wow okay I found an answer.. I'm an idiot.
The second strategy of calculating the split normals works as desired.
I was RecalculatingNormals(); in my CSharp importer script....


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Baking an armature with all of its attached mesh accessories....successfuly?
Blender 4./ Rigify
I have been kicked out of Bing coz it cant resolve this issue. (it got tired of the conversation)
Baking an animated character for .gtLF. Follow instructions to the letter....hundreds of times in various ways. Everything bakes and looks good but Im left with armature modifiers on the shoes etc (Geometry) Even though I opt to remove parents, constraints and bake to visual keying etc.
At some point I have checked every check box and shift select both pose and object. Nothing, nothing at all will make the armature modifier on the mesh of the shoe(s) go away. This is an issue for the .glTF engine as it can only reliably handle 1 armature and mesh. Im not able to share the file unfortunatley but can offer screen shots if required.
My process is as follows:
Select Geometry then lastly the armature. Enter Pose Mode. with all items selected go to Pose > Animation > Bake Action. Fill out the resulting dialogue box as required and presto  done........except not really coz the clothes didnt bake (Meshes attached to the rig)... They look like they baked but when I go to the geometry to check to see the armature modifier is gone, it is still attached and active.
What am I missing?


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Place object exactly in the middle of a surface
I am trying to modify a microlattice for uni. I have the structure on the right, I  want to have spikes on all the cylinders of the structure distributed evenly. Like I did on the left with copy and past, but distributed symmetrically throughout out the hole structure. When using snapping, I can not make sure that the spikes are exactly in the middle. And using a mirror, I still have problems placing them on the inner cylinders.
How I can place them evenly throughout all cylinders?

What is the topology of your lattice-cell? i.e What information do you have available? Or even better, share your model on https://pasteall.org/blend/


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Bump does not follow my UV map
Still new to Blender - and this must be a beginners question.
I've made a rough, but usable UV map for my object. The UV checker texture is distributed as expected but my bump is not. Coming from Maya I'm used to bump being distributed as a 2D texture, but it looks like the blender Bump node is using the mesh normals instead. Anyway, I'm been loosing hair over this, can anyone point out what I am doing wrong? (please see image below - I did try to change my bump node to "2D" with no effect)
Thank you in advance!
All the best,
Jeppe

By default an Image Texture will use the UV of your object, but a Noise Texture won't.
If you don't plug anything into your Noise Texture, it will be projected onto your object as if you used the Texture Coordinate Generated output, which will take the proportion of your object into account, if it is stretched on Z the noise will be stretched as well:

Instead use the Object output, which will project the texture the same way on all the axis:

And of course if you want to use the UV unwrap, use the UV output, and make sure that you've applied the scale and that the UVs have the correct size.

Thank you so much moonboots - this makes perfect sense and solved my problem! :)


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Can't get the switch node to accept my value input
I'm new to Blender and geometry nodes. I've made this simple node tree which is supposed to populate a mesh with two different objects based on a simple piece of math on the index. My problem is, I can't seem to find a way to connect the switch. I was sure the "compare" node outputs a boolean value and I believe the switch nodes is expecting a boolean - can anyone see what I am doing wrong?
Thanks in advance!
Jeppe

Related: Why is there a red line when I try to connect one node to another?

The switch node can only take a single value as an input, you are trying to pass a field to it. Instead of using a switch node I recommend the following:

Replace both object info nodes with one collection info node, that encompass all objects you want to place on grid.
Plug the modulo directly into instance index.

this way you get the flowing result.

Thank you so much @jst kiko - you are a life-saver - this was a much better solution!


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I've learning Blender through Blender's Guru's youtube tutorial... and have a problem
I've followed every single thing that he taught in the videos, but my sprinkles look like 2d on icing instead of 3d. Why do they look so flat? What should I do?

You need to change the collection information node from original to relative.  Does this answer your question?

Thank you for taking your time.. but no, it is still flat with relative I really appreaciate your answer though. They look 3D before I optted in Separate children and reset children in the collection info node, but once I placed them on the icing, they became flat.

Perhaps if you added your blend file to your question we could look at it and figure out a better answer. (How to add a blend file)

I tried to use the blender file uploader, but it only allows to upload upto 30mb, so if you don't mind, can I share my google drive link here? https://drive.google.com/file/d/14YtPAFgMceVrA4Ju8_kjJCkS0iK2TOqR/view?usp=sharing
Again, thank you for taking your time for answering my question.

Hey! I just figured it out. I tried different options to make my sprinkle puffy, so hold the original sprinkles and press Ctrl+A > Scale(which I already did in earlier step), then all of sudden the puffiness came back! I don't know why the earlier Ctyl+A > Scale only applied the size of the sprinkles to icing not for puffiness. Anyway, thanks a lot for your time! :) I really appreciate it!

Cool. I am glad you figured it.


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How to create those kind of lips?
I am a total beginner in modeling and trying my best to replicate some cartoon icon and I managed to make the body, nose and eyes but I don't know how to make the lips, I want to make the lips and shape key it into smiles, or sadness, etc..
I tried using cube with subsurfaces and extruding, tried curves but I feel like I am just lost.
These are the lips

And this is my work so far:

Thank you!

https://www.blendernation.com/2021/02/04/how-to-work-with-bevel-bezier-curves-blender-2-9-update/

In your case, use a Bezier circle with the linked video above.

there are many ways, do you want the lips to be part of the head mesh? or can it be a curve? how do you plan to rig and animate the lips? etc

@moonboots I don't know what are the advantages and disadvantages of all of these, but I want lips to animate them into a smile or into a sad face

does the link given by Duarte answer? https://blender.stackexchange.com/questions/154144/make-curve-have-a-fill-and-border


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Rotating in edit mode meshes messes up UV Maps
Every time I rotate any model in the scene the UVs get messed up. I tested doing the same in a new scene and everything works normally.

Has anyone ever encountered this problem in Blender? Someone using Autodesk had the same issues and resolved the issue by clearing the undo history. Also does anyone know how to clear undo history in blender? Although the same issue was on a different program, it may be worth trying the same thing. I'm using blender 2.92.0
Thanks in advance.

If the [UNDO] part of the question is separate ... you should place it in a new question. Are you implying that at some point in the UV editor you rotated some faces and the History Buffer is restoring this in UNDO attempts?

Closely related: New 2.9 Feature: Correct Face Attribute

@JachymMichal Thank you soo much! Turning off "Correct Face Attributes" under Active Tool and workspace setting fixed the issue!


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*.bat File command line redering V 4.2 LTS
Since version 2.9, we have been working with command line rendering, embedded in a *.bat file, to process our blender scenes. This is no longer possible with 4.2 LTS. When the first scene in the *.bat file has been processed, the next one does not start. No error message, just a stop of the rendering process. Has the syntax changed? By the way, we are working on Windows. I can't say whether the problem also occurs on other operating systems.


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Shaking camera at large scene dimensions
We are currently working on a landscape scene in the size of 360x600 Km. The further away the camera (with animation of position and rotation) is from the world origin, the more inaccurate and jittery the result. It obviously makes no difference if it is a keyframe animation, driver or path animation. Is there a workaround for this?

Might be a floating-point error mitigation. The only workaround is to move the camera and the scene itself so that the camera is closer to the world origin.

Many thanks to you too! It's practically a confirmation of Mark's comments.

amazing tip. I was doing a "zoom" from space to earth on a building. (so pretty big scales). When i was getting closer to the building, everything started to shake.
Thanks to this tip, I displaced the whole planet so that the building would be closer to 0,0,0. Everything is perfectly smooth now.

Blender uses single precision floating point variables for coordinates. this means that while you can design locations even on scale of star systems, the precision drops as you move away from world origin. The smallest step of the floating point value from 10 is ~0.0000001, so on default settings, 10 meters away from the world origin the precision is a little bit below 1 µm.
In your case, 300 km (the larger dimension is 600 km, but I assume it's centered so it moves away from center only by 300 units) away from the world origin the precision is...
>>> import numpy as np
>>> float(np.nextafter(np.float32(300_000), np.float32('inf')))
300000.03125

0.03125 m or $3 {1\over8}$ cm. That's the steps the camera will inevitably have to do, since you can't set a float32 value to anything between 300'000 and 300'000.03125:
>>> cam = D.objects['Camera']
>>> cam.location.x = 300_000
>>> cam.location
Vector((300000.0, 0.0, 0.0))

>>> cam.location.x = 300_000.02
>>> cam.location
Vector((300000.03125, 0.0, 0.0))

That's only the tip of the iceberg, however, as there's many calculations done behind the scenes that stack those inaccuracies. Therefore I'd advice trying to keep your camera values low (to further clarify, you should prioritize your camera location being low, over displayed objects' locations being low), which can be done in two ways:

In  Scene Settings > Units Change Unit Scale to 1000, and scale everything down also by /1000. For the scales you're working on, it should be enough. Yes, decreasing the values don't solve the precision problem in general, because both your location and your smallest step (precision) are multiplied by 1000. However, since more calculation is going on in regards to the camera, you moved the problem to where it hurts less - to the positions of objects and vertices. If you worked on microscopic you would want to do the reverse, change the Unit Scale to 0.001, and scale everything up by a 1000.
Keep your camera at the world origin and move the landscape instead. Divide the landscape into sectors, so that whenever you display something, the object containing it has small location values. This way the low precision will only affect objects that are far away from the camera.

Thank you very much for the very detailed and well-founded answer! And it is indeed as you said. I moved the camera (along with the environment) near the world origin and the unsteadiness in the camera movement was gone immediately.
Besides just answering, I find the detailed description of the technical conditions that lead to the error really impressive!
This is significantly different here at Blender than for example at Autodesk...


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How to limit GPU/CPU use when baking, rendering etc?
I want to limit my GPU and CPU use only in bakes, renders etc as precaution for overheating. How can I do that?

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

The nerd-name for what you want to do is throttling.  It's not something you should need to do on modern computers, because modern CPUs and GPUs are equipped with thermal monitors and modern operating systems run internal code to throttle the CPUS.
However, you can give your operating system guidance on how conservative to be in managing heat.  The problem, for your purpose, is that you can't make the guidance as targeted as "only this application, and only under these conditions."  Typically you can give it guidance like "when on battery do this".
Different operating systems have different mechanisms for providing this guidance, and it is outside the scope of a Blender question to describe it; but if you search the internet, the best search term is probably power management.
If you are having heat management problems, then its probably due to a driver bug in your OS or a failure in your hardware, such as clogged vents, improperly applied thermal paste or fan failure.  Again, how to deal with this is outside the scope of a Blender question.

Do I need to do anything for the GTX 1650 Ti?

You should not need to, beyond keeping the drivers up to date, no.  NVidia has been pretty aggressive about power management for decades.


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Ambient occlusion is not in world properties
Ambient acclusion is not in my world properties. there isn't a check box and the distance for it. I saw blenderguru's tutorial there was a check option and distance for it however there is the option in layer properties>passes>light for check ambient occlusion but no distance option.

The settings for ambient occlusion are only available if you're using eevee as your render engine.
The "passes" setting is for rendering a 'pass' (an image) with the AO information, not for setting the AO parameters.

Are you using Eevee or Cycles for rendering? - That option is noly there if you select Eevee.

@AlexandreMarcati thank you I got it.

@JohnEason I am using cycles thank you for letting me know.


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Problems with armature not working with head parts
i am currently having problems with my character model. I have added a rig to him and his legs and arms work fine:  except the head, the head does this:

The whole body was made of separate parts and i object->joined them. I also did some booleans for the chest part of the body where i union'd legs, arms and the head. I am kind of new to blender so any help is very appreaciated. Here is the file: https://www.mediafire.com/file/ydpb1sg1x2ojcr7/stylized_character.blend/file

if i look at your character's mesh...

that's really bad mesh. Maybe you should watch some tutorials about how a mesh should look like.

spine.006 is the name of your head's bone. So if you check the vertex group with the same name in weight paint mode you will see:

dark blue means: won't be affected by your bone
so toggle to x-ray, go to edit mode, select and tap on assign like this:

but honestly: watch some basic beginner rigging tutorials so that you know what you are doing. That's a very (!) basic question and if you don't know how to weight paint or check your weight paint - you shouldn't do character rigging...

Thank you very much, somehow I didn't think of weight paint, probably because it was very late, and about the horrendous mesh, I was just trying to somehow fix it by playing around with subdivide and unsubdivide and it got to a point of it looking like this where I just decided to seek for help. But still thank you :).


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How to properly export a 3d kitchen sink model that uses subdivision surface to Unreal Engine?
I have a very basic model that resembles a kitchen sink. When I export it to unreal engine with the default settings for FBX, the model imports with the sink park deformed and lacking metallic silver color material. Perhaps there is something specific I need to change in export settings?
Here's how the model looks like in blender:

Here's how it imports in unreal engine:

Does this answer your question? .fbx export why there are no materials or textures?

Partially. So I now understand that metallic material cannot be exported, as far as the sink shape it can't either? However I still don't know what I should do


text:
Applying rig with automatic weights results bending my model unwanted way
First of all here's a blend file from OneDrive (https://1drv.ms/u/s!Ai6fbuigY-m32nU70l8Nsm3Gr63Z?e=Ixkf44) that has my mesh model and rig that I made myself.
Yesterday I created that mesh, then I created a rig and then applied rig to mesh first selecting my mesh in object mode, then rig and then pressing ctrl + p and selecting automatic weights.
Yesterday it worked in a way I was excepting it to work. If I rotated leg bone in Pose mode mesh leg moved with it while rest of the body remained still.
Today I continued working. Made all kind of stuff like applying materials, fixing something etc. I also removed that rig and created a new one using technique I learned from YouTube that if you name bones certain ways (like bone.l) then you can symmetrize them so that you don't need to do other half again.
I can't pin point exact moment I broke something but now if I apply that rig to mesh and try to move, for example leg bone, the whole mesh bends like crazy.
I have done much Googling and tried something like applying transformations, fixing normals and all kinds of stuff that I don't remember. I also updated my Blender to newest version so I'm now using 3.6 LTS.
People say automatic weights are, well, automatic, so they won't always work but I refuse to believe (for now) that my simple mesh would be something it couldn't handle. Especially because it was working yesterday.
So if any of you with better understanding could open my file and try to apply rig to mesh and then for example just rotate leg 90 degrees so that rest of the body remains still. If you manage to do that I'd very much like to know how!
Thank you!

Your normal are inverted, select all in Edit mode and press ShiftN in order to recalculate the normals.

Thanks man! Now I feel stupid because I said I already tried that but apparently either it was a different file that I tried or something. Selecting "face orientation" from viewport overlays I can clearly see they are all red so fixing them made them all blue. I'm 100% sure they were blue at one point when I was troubleshooting this but it doesn't matter now. Thanks again! I was going crazy over this

you're welcome  ;)   ....


text:
Creating a Vault
In Blender is it possible and how  to subtract/remove the parts of the two tubes that are under the roof of the structure? I tried boolean subtract but it's not doing it for me or maybe i am using it the wrong way.

You might find this helpful if you are considering using Geometry Nodes: https://blender.stackexchange.com/questions/261838/

You could use the Mirror modifier: Create your tunnel (here it is aligned on Z), create 2 empties that you put at the same location:

Give your object a Mirror modifier with one of your empties as Mirror Object, enable the Axis and Bisect options (here on X), rotate the empty -45° on Z:

Give it a second Mirror modifier with the other empty as Mirror Object, enable the Axis and Bisect options (here on X again), rotate the empty -135° on Z:

Would it be fair to call this Q and your A a duplicate of https://blender.stackexchange.com/a/193965/35559 ?

Sure, except my answer here is better

It's snappier, for sure. Let's leave it be, unless others start voting it out.

Thanks' I'll try it!


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What is the best way to attach evenly spaced and sized strips to this vest?
I am trying to attach strips to the front of the vest like as shown. I have attempted to use the shrinkwrap tool both normally and in the projecting mode, however it became distorted and some parts of it were clipping into the skin itself.I am trying to get the stripps to have some depth to them.

Give the strips a lattice modifier where the lattice is only 2D (1 segment in Y axis). Then put the skin-wrap mod on the lattice instead of the strips. This should make the lattice deform according to the surface and transfer that deformation to the strips without flattening them


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Five Sided Polygon with custom length sides?
How do you input custom side lengths for a 5 sided polygon?
I enter in the Edit mode and whenever I select (using shift to select both sides of the 3D object) it alters the other sides (reference attached image). I would like the 5 sides to be: 72.94mm, 18.15mm, 34.16mm, 38.60mm and 37.55 mm.
There has to be some way to either lock, do a custom drawing and then use extrude, use a modifier, or way to enter in numerical data?
Any help greatly appreciated.

Hello and welcome. Have you already tried the Mesh: Edit Mesh Tools addon? There you can select an edge and set the length of it under this menu

@ Harry McKenzie I just open the Mesh: Edit Mesh Tools and I don't see any options in that which would allow for the desired object/measurements. I can't believe this is so difficult. Maybe is there a different software that is better suited for this task? There should be a UI interface in which you would select how many sides and could enter in the length of each side into fields, and then create the mesh (that would be too easy and make too much sense...).

It "would be too easy and make too much sense"? You do realize that you can create multiple pentagons from 5 edge lengths if you don't give at least one or more angles? And if you want to import a drawing, well create a vector sketch of that pentagon, save it as SVG file and import it into Blender. Then you have a curve which you can extrude and convert into a mesh or first convert, then extrude.

Gordon Brinkmann No I did not. Is there a link to another post, documentation or video to show this? Thanks!

Your problem, as stated, is under-constrained. A couple of angles would define the shape; then you could use the intersections of circles on centred on the loose ends of segments 2 and 5 to find the convex point opposite side 1.
One way to explore the possible satisfactions of the constraints you have provided would be to set up two length-2  bone IK chains from a fixed base, with a common target.  (Displayed as orange wire, below):

The blue and green measured edges show 2 of infinite possible solutions.

Thanks that was helpful. I ended up drawing separate vertices in 2D with the length requirements and using Merge (at center) to create the 2D polygon, then extruding it into 3D. It worked.


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how to grab through object, in order to grab all vertices in Wireframe mode?
I am trying to move all the vertices in Sculpt mode with the Grab tool, but only the vertices in the front view are moving, I would like to move all vertices through the object, as we can do with the "C" shortcut in Wireframe mode. Would you know how to do this?
I created a circle, solidified it, move to the "3" view, Sculpt mode, and Grab.
I also remember an option to select vertices close to the one we selected, and move all the closest vertices, but I don't find it with the new version of Blender?

I would recommend using proportional editing, press O to activate, there are more options available if you click the button on the far right of the section at the top of your screen that says "Global".

ok thanks @Jakemoyo


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How do I make soft bodies bouncy?
I wanna make a soft body simulation where the soft bodies are bouncy so instead of hitting the floor and stopping, it will instead hit the floor and bounce up.
I hope I explained good enough.


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How do you color code clips in the VSE?
Is there a option or addon that allows you to change the colors of clips in the VSE, so it is easier to categorize them, for instance changing the 1st clip to red then changing another added video(the 2nd clip) to yellow. I'm working on a project that will borrows from tens of mp4 files and I don't think regular naming will categorize them.

No, there is not native way to change a colour of a strip. Blender uses many type of strips already colorised, opposability to colorised them individually sounds like a mess. But I can imagine have some color strip at bottom part. You can search if there is an add-on (not sure if even possible).

If you are going to work in a complex project use a different video editing app. Blender's VSE is too basic, and not very flexible or responsive. Spare yourself the frustration.


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Help with separating fingers on model, absolute beginner
I am an complete beginner and I just need help with a simple task. I have a textured 3D model that I would like to use for VRChat (I know how to rig but not how to model) but the fingers are merged; I would like to seperate them if possible. I'm sure there's a way to add a vertex on an edge and either negate or pinch the vertices in a way to add a separation, but I just don't know how to do it.

I know I seem like an utter novice, but I can just not wrap my head around all the shortcuts and tools; this would be a walk in the park for someone with experience. Thanks for any help.

This looks like a job for the Knife tool! (Default shortcut K).
Before you start though you may wish to convert to quads, which are typically easier to work with - select the whole mesh in edit mode (shortcut is A for select-all, usually) and still in edit mode use ctrl-j by default - although just typing quad in the command search function will return Tris to Quads as the second option.  Command search is very useful for when you don't know where to find a command.  F3 should bring it up, though I usually pick the interface mode where it's bound to Space, as I use it often.)
When in edit mode, press K, click where you want the cut to start (it will snap to edges and vertices, and you should probably start from an edge but don't necessarily need to be at any particular spot on that edge) then click at each new point you want.
It will cut new vertices into the mesh to form that geometry.  If you've pressed Z along the way it will cut all the way through, otherwise it just works on the visible side you're looking at.
Anyway, make some cuts up the length of the fingers, and you can start cleaning up all the other edges while keeping your new edges.  You will need to make new faces (possibly assigning textures) and probably even move some fingers around a bit to get it ready to rig.
Another useful tool is the Rip command (shortcut V in edit mode), which essentially takes one vertex (or set of vertices/edges/whatever) and rips it into multiple, with the ripped side depending on where your cursor is when you invoke it.  Have a play around with it, see if you need it.
Together those would be the main two things I would use to split up that mesh.  After that, using F (make face) or alt-F (fill a bunch of faces - sometimes not always reliable but much faster when it works) to fill in the holes you've just made so that the fingers have actual side-faces where they used to be joined, and you should be most of the way there.

Thank you so much this is exactly what I needed to know, I've used blender in the past and I remember the knife tool now that you mention it. How would I go about assigning textures for the new faces in between the fingers? It just needs to be a flat skin tone, the same as the rest. Thanks!

No problem!  If the answer helped then you should accept it so the question is marked as answered and other people who have the same question will find it easier.
For texturing that's a different question really - I'd recommend finding a tutorial on UV mapping. That said, selecting the faces, going to the UV map workspace, selecting the texture, doing and unwrap on just those faces and then shrinking the result and moving it into any old skin tone area should probably work.  A tutorial will have more detail as to why and how, of course

I've started using the knife tool and it's going well, it is what I needed, but for some reason there are certain faces that I can't cut, it just misses them out and doesn't make the new edge. These are faces that are connected to a blue line, which I have looked up and could be something to do with it being marked as 'sharp'? But I'm not sure. Is there any way I can cut these faces or remove the sharp edge, and will that affect the texture that is already on the model? Thanks.

The sharp or edge bevel itself doesn't stop knife tool - the rest is getting beyond what should be handled via comments for a single stack exchange question.  You can remove sharp edges or bevel weights (both are blue, sharp edges are more on the cyan shade of blue) by going to edit mode, edge mode, select all, ctrl-E for edge specials menu and then clear sharp, then repeat for edge bevel weight and put in -1.  If you have a bevel modifier this will certainly change the mesh, you might want to apply it first but that will depend on what it's doing, you might want to just delete it instead.

I understand, what you said has fixed my issue and I should be good from here. Thanks for the help, you're a saint.


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How can I apply curve modifier to a mesh without it changing position?
Basically I have 3 meshes connected to each other I want them to rotate in the positions they are in but I also need them to bend at a certain point. The rotation is fine the problem is with the bending. The bending effect will be done with a curve modifier. The curve will change shape at a certain point and I'll save it as a shape-key. The problem is when I apply a curve modifier to one of the meshes and choose the curve that passes through the three meshes, the mesh changes position and messes up the whole thing. how do I apply a curve modifier while maintaining the position of the mesh I apply it to?

https://blender.stackexchange.com/questions/71787

I don't think that's it, it didn't solve the problem

Recommend add what exactly does not solve your issue in order to re-open your question.

Z-up in the object data of the curve. It didn't change anything for me.

That was more of a related question, check the lined duplicate at the top


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Video editing, source from same camera with wrong FPS. Some 120fps some 30fps
I made a videos (using my honor view 20). All with the same settings on the phone (30FPS), just different shots.
Then when I add them inside the video editor, some videos are said to be 120fps while others are said to be 30FPS.
Now if they were all imported as 120fps that would not be a problem. But because some are randomly 30fps and some 120fps, after importing a first one which is recognized as 30fps, then when I import one recognized as 120fps it has 4 times more video than audio.
I tried to use speed control to fix that, by increasing video speed but the exported video is very poor, it's stuttering on those sped up 120fps parts.
I doubled checked on VLC each videos and confirm they are all 30fps. So there's some bug which makes Blender recognizing some videos as 120fps.
Is that well known? Is there a work around?
Thanks

Related: Video recorded on phone has inconsistent number of frames

Are you sure that you don't have Variable Frame Rate? May be VLC gives you the average framerate? You can check it with Media Info app (https://mediaarea.net/en/MediaInfo) and eventually recode the 'offending' video to Fixed Framerate with Handbrake (https://handbrake.fr/).

Yes it is well known. Video from a phone or screen cast will almost never work on blender, unless it is converted to a stable frame rate.


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Control falloff geometry node setup
Follow-up of this question
How would I be able to control the falloff of a node setup like this?

Currently, This does this:

I want to be able to control the falloff of a thing like this.  how would I be able to do this?  Thanks!

To obtain a falloff, you need some function of distance from Falloff Center, which is 1 when the distance is 0, and 0 when the distance is Falloff Radius. A Map Range node can do this for you, and clamp its output to 0 for anything beyond the radius.

Above..

The vector from the controlling Empty (the falloff center)  to the vertex position, is stashed as e->p
The distance between them, as p<->e
and the range of that distance  0 -> Falloff Radius is mapped to 1 -> 0

The effect that's being faded, here, is the movement of vertices away from the Empty  (i.e. movement along e->p). Now we have a 0 -> 1 falloff, we can multiply that vector by a scale of the falloff, and add it to the position...

Above,  Falloff is also raised to a power, to provide some option in falloff's curve. You could get more control by using an Attribute Curve Map node instead of the Power, but I haven't found a way to present that curve to the user in the GN modifier.

This gif  shows  change in Radius.

This one, Power, and Scale.

You are a legend! I will be sure to credit you in the project I make with this!


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Put Node Groups into Premade Categories
So I was making node groups the other day, and had a thought...  "Hey, could I put these into one of blender's premade categories?"  I searched far and wide, climbed mountains, ventured across multiple landscapes, but found no answer.  So what I want to do, is put these node groups into the default blender categories, or possibly make my own category.  I do not want to go into "Group" every time.  How can I do this?

AFAIK Can only be done using python and I guess that isn't worth it ...

Well I would like to know how to do it, even if it's a little complicated.

@Zany_Zachary1 you'll need to override some functions of nodeitems_utils and nodeitems_builtins modules. It's not a simple thing but it's possible.

only batFinger can help here... ;)

batFinger the GitHubber?  Also, I'm a total noob at coding, so I'll probably not modify any modules or anything.

@Zany_Zachary1, unfortunatelly you need a bit of coding at least since all the nodesMenu functionallity is still in python.. I'll post one solution for this problem, but there's much more that can be done.

The simplest way to do it is using a python script.

First thing to do is to changing your node group name to have a '.' at the start, i.e: myXptoNodeGroup >> .myXptoNodeGroup. This way, the nodegroup will no longer appear in the "Group" menu.
The second thing to do is editing the following script by adding your nodegroup(s) to the items list of the ShaderNodeCategory instead of '.myXptoNodeGroup', and run the script:
import bpy
from nodeitems_utils import register_node_categories, unregister_node_categories, NodeItem
from nodeitems_builtins import ShaderNodeCategory

node_categories = [
    ShaderNodeCategory('SOMENODES', "Some Nodes", items=[
        NodeItem('ShaderNodeGroup', "myXptoNodeGroup", {"node_tree": "bpy.data.node_groups['.myXptoNodeGroup']"} ),
    ]),
]

def register():
    register_node_categories('MYGROUPNODES', node_categories)

def unregister():
    unregister_node_categories('MYGROUPNODES')

if __name__ == "__main__":
    register()

Of course, this is not exclusive to ShaderNodeGroups, it's just a matter to change the corresponding NodeCategory, and the NodeGroup type for the NodeItem.

This is great!!! Is there any way that I can reorder it, to put it above the "Textures" Category?

Humm.. yes there is, but it's a bit hidden... The order of shadernodes is stored in a list inside the _node_categories in the nodeitems_utils module... in there you can use L.insert(3, L.pop()) right after registering.. (3 is the index of the TextureCategory, and L=nodeitems_utils._node_categories['SHADER'][0])

So I tried to add that, right after the registration, and it broke the addon.  I deleted it, and it still didn't install.  I guess it isn't really a big deal though, I'll just remake the addon.

I know why, but it's difficult to explain it in just a small comment.. If you can digest the structure of the _nodes_categories dictionary, and how the draw_node_categories_menu calls each category, you'll find that your nodes aren't stored in the same place where builtin nodes are. It's quite tricky to change this without breaking everything (though it's surely possible to do it).

I've written some functions that manipulate the _node_categories directly, that you can also take a look; though I don't advise you to use them without understanding what each line of code does.. You could check [https://github.com/Secrop/ShaderNodesExtra2.80/blob/master/init.py] , specially the addCat and delCat functions in the end of that file

That link doesn't work, it leads to a 404.  It's alright anyways, i'll figure it out.

remove the ]from the final link... I tryed to corrected it but it was past the 5 minutes of posting it.


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Batch image library to Asset Browser
So I have a library of 556 HDRIs, and I would like to add them to the Blender Asset Browser.  The way I've seen many people do it is to create a new scene for each HDRI and name it accordingly, then mark the scene as an asset.  This won't do, as my HDRI library is absolutely huge.  Is there a way to do a batch import or something like that, to add all of them to the asset browser at once, or in a quick way?  Keep in mind that all of these are not in separate blend files, and are only in the .exr format.
Thanks so much!

Do you mean World instead of Scene? A scene cannot be marked as an asset (https://i.sstatic.net/gEIsg.jpg)

You first need to import the hdris as Blender Images, and then batch mark these images as assets (with the latest beta version). You can't add regular images as assets in Blender.

I wrote a little script that does exactly this but also creates worlds as assets. You can drag and drop them into the viewport, just like you can with materials, and you can categorize them. That's really nice. I can post an answer later if needed.

@Blunder I would love for you to post an answer!

Here is a script that imports HDR images, creates world settings (worlds), marks them as asset and creates a preview for them.
The script requires a few things.

Blender 3.3. For Blender 3.2, you need a little patch. Increase the number in line 37, e.g. return 1.0 and comment out lines 19 to 21 by adding a # at the beginning of the line. For the technical details see the linked questions at the end of this answer.

It also requires a template node setup in the World setttings named "World (template") (line 53). There must be an Environment Texture node so the image can be defined there. The name of the node (Environment Texture) is important, not the label. (The values can be changed in the N-panel, just in case you have more than one of these nodes.)

the generated default preview images for HDRIs look very odd for some reason. So I used a plane as a preview object with a simple material (see screenshot). The plane object must be in the XZ plane (add a plane, rotate it by 90° along X-axis, and apply Rotation) because Blender uses automatically a certain point of view to render a preview image from the plane. It does not use the camera as it does for poses.

The script looks for HDR images with *.hdr and *.exr file extensions (line 70+71) in the folder that is defined in line 68. If you want to search in subfolders you can set recursive = True and specify a folder something like C:/blender/projects/**/hdri. Then it will look for HDRIs in every subfolder named hdri that is in C:/blender/projects. Of course, C:/blender/projects/** works as well to search all subfolders in the given base folder. For the file path separator use a / not a \.
To run the script, go to Scripting workplace, create a new text data block (menu Text > New Alt+N), copy & paste the code and press the run button.
For messages and errors check the system console. Use main menu entry Window > Toggle System Console if the window is not open.
import bpy
import glob
from os import path
import functools

def load_image(image_path):
    basename = path.basename(image_path)
    img = bpy.data.images.get(basename)
    if img is None:
        try:
            img = bpy.data.images.load(image_path)
        except:
            print("ERROR: Cannot load image %s" % image_path)

    return img

def create_hdri_previews(assets, callback):
    if bpy.app.is_job_running('RENDER_PREVIEW'):     # Blender 3.3!
        print("Waiting for render...")
        return 0.2  # waiting time

    while assets:  # generate next preview
        world = assets.pop()
        print(f"Creating preview for world {world.name}...")

        # set image in the preview object's material
        obj = bpy.context.active_object
        image = world.node_tree.nodes['Environment Texture'].image
        obj.material_slots[0].material.node_tree.nodes['Image Texture'].image = image

        # start preview render
        override = bpy.context.copy()
        override["id"] = world
        with bpy.context.temp_override(**override):
            bpy.ops.ed.lib_id_generate_preview_from_object()
        return 0.2

    callback()
    return None

def create_world(image_path):
    image = load_image(image_path)
    if image is None: return

    worldname = image.name.lower().replace('_', ' ')
    worldname = worldname.replace('.exr', '').replace('.hdr', '')
    worldname = worldname.title()

    world = bpy.data.worlds.get(worldname)
    if world is None:
        template = bpy.data.worlds.get('World (template)')   # <------ World template
        world = template.copy()
        world.name = worldname

    world.node_tree.nodes['Environment Texture'].image = image
    world.asset_mark()

    return world

def message_end():
    print('All previews have been generated!')

if __name__ == "__main__":
    data_path = 'C:/tmp'     #  <-------------------- HDRI files

    hdri_files = glob.glob(f"{data_path}/*.hdr", recursive = False)
    hdri_files.extend(glob.glob(f"{data_path}/*.exr", recursive = False))

    assets = []
    for image_path in hdri_files:

        print(image_path)
        assets.append(create_world(image_path))

    print(f"{len(hdri_files)} files processed.")

    # create preview images
    bpy.app.timers.register(
        functools.partial(
            create_hdri_previews,
            assets,
            message_end
        )
    )

Related questions about the preview generation. Kudos to Gorgious.

Blender 3.0: Is there a way to quickly create thumbnails for material and object assets?
Batch assign pre existing image files as asset previews

This is a handy script ! I'm pleased to see my answers helped you ;) Would you mind if I  used a modified version of your script in my asset utilities addon with proper credit, of course ?

@Gorgious Hi. Yes, your answers helped a lot with the preview images. I am happy if my script is of any use. Feel free to use and modify it for your addon.

Everything seems to work fine, except that it crashes after it finishes creating everything, resulting in nothing being saved.  The error is pretty long, but it starts with:
Calloc returns null: len=134217728 in imb_addrectfloatImBuf, total 605046876.  Blender 3.3

@Zany_Zachary1 are you using blender 3.3+ ?

O-oh, memory errors! >.< What happens if you disable the generation of the preview images? (Comment out (#) or remove the last block of lines of the script). I haven't tested with that many files. Maybe it's too many files at once or they are too big. Try a folder with only 100 images. The script loads image files only once. Same for the world settings.

The script seems to handle half at once!  So I just split it into 278 HDRIs and it works fine!  Thanks!  @Blunder and yes, I'm using 3.3+


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Is there a way to move the pivot point directly of any selection
Is there any way to move the pivot/scaling point of a selection (not an object) directly? I've moved from Maya and the closest equivilent I can find is the 3d cursor, which requires a lot of extra steps compared to Maya which lets you detach and move the pivot point like it's own object.
Thanks.

3D Cursor can be relocated with Cursor tool or [Shift+RMB] when other tool is activiated. Snapping setting also affecting this.

There is an option for that, it's a bit hidden:

upper right of the Viewport.
That would change the actual origin, though. If you want to temporarily do that, parenting and the 3D cursor are the only options I can think of. What exactly are you trying to do?

The problem is that only works for objects, not selections of an object. I work a lot with mirroring, and I scale parts of the mesh, and this often means it disrupts the mirror seam, so I have to manually fix it, I really need a way to quickly shift the pivot to the mirror line so I don't have to do that.

By selections of an object you mean vertices? I also don't know what a mirror seam is. The easiest way in my eyes would be to work with SHIFT S Snap cursor. Either to object origin, one of the centered vertices that's part of the mirror plane etc.

Thanks for your help but I think I've struggled to explain the issue properly, however I did get to a solution eventually.


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How do you reset the armature pose back to rest position?
I have searched up this before and almost all the answers say "Clear all transform" or "CTRL A and set and rest position". None of these work. I tried ALT+R, ALT+G, and ALT+S, and those don't work. I am using blender 2.8.

have you selected all the bones in Pose mode before alt R/alt S/alt G?

Yes moonboots, i have, when i do it it just sends it to a weird position, not rest position

maybe share the file (the armature only)? https://blend-exchange.giantcowfilms.com/

how do i do armature only?


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Using svg freestyle addon, the svg is completly blank
I have tried on both windows and linux. I had seen a post saying it worked better in 2.79, but when I tried that, it crashed trying to load the file
This is what I am trying to make an svg (this is viewport render image).
I am trying to make this for a board game, but I do not understand what would cause this to happen.

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

I just recently used it in 2.93 and it definitely works as expected. Can you post screenshots of the freestyle and freestyle svg options in the render panel and the Viewlayer Properties?
You have to also activate the normal Freestyle Renderer for the add-on to work.


text:
Is it possible to render GLSL over video?
I've never worked with Blender, but was asking around about finding a way to render GLSL over video and a friend - who knew that the two could both be done in Blender, but not whether they could be done in concert - suggested that I give it a look. I'm sufficiently competent with GLSL to be dangerous, but have never worked with Blender. I'm sure I can work out the details of the video editor, but I want to take a huge collection of telemetry data that I collect while shooting video, and render misc visualizations over the video frames.
I can transpose the telemetry into any format that will work for Blender to be able to apply the correct data to each frame of video. I just need to know if it's possible, and possible have someone point in the direction of some examples.
Thanks.

Looking at the key word Huge, you might want to implement your own GLSL and video processing pipeline from scratch rather than using Blender.

Huge and Blender don't go well together... It's certainly possible, but you should start with one clip and see if it plays back in realtime. You can store clips in RAM, but only until your RAM runs out, also not on the fly.


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How can use a vertex group with a curve in the soft body modifier
I try to pin some points in curve.
I see we can add a soft body modifier in the curve and play with vertex group but i can't apply a vertex group to it.
How can use a vertex group with a curve in the soft body modifier.

https://blender.stackexchange.com/questions/121357/how-to-create-a-cable-wire-for-animation/121370#121370

Yes thanks you but i don't want to use a skin modifier for design my mesh. I want to keep a procedural way. with a curve is better to redesign easy your design.


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How to get accurate RGB color in blender form Adobe illustrator
I have 2 question
First why the rgb color is not same when i copy the value of RGB detas from illustartor to blender RGB node in blender.
Second question. it seams okey when a use a hashtag color value but when i look my viewport and rendering is slightly different. As you can see on the image below.
so how can i get acureate RGB value in blender?
In my scene i set the World environment with pur white and film look to very-hight contraste.
Do you have ideas ?
Thanks you

In the Color Management, you have View Transform > Filmic with the Look > Very High Contrast. Try setting View Transform to Standard and Look to None. But even then, it still depends on lighting, environment etc., something you don't have in Illustrator.

You should be aware that Adobe software also has color management and so even doing something like pasting a screenshot can result with a color picker showing different colors than screen color picker.

I know, but still the bigger problem in this case is Filmic - white isn't even white or at least it has to be very very bright to be shown as RGB = (255, 255, 255). And with Standard/None it works in the default color management settings of Adobe software as you can see in my answer. Of course you can change settings there - but you can change settings in Blender as well, for example use sRGB Standard like Photoshop by default does... and since this site is to help with Blender, not Adobe...  ;)

If you want the colors to look like in other software, other image editors etc., like Photoshop or in your case Illustrator, you should go to Color Management and choose View Transform: Standard and Look: None for best approximation.
I've made a comparison image to show the difference between your setting and Standard. Notice that even the white background is not white with Filmic. The other thing is, I used a Diffuse shader, but if you use a Principled BSDF for example, other aspects like reflection might have an effect on the color, too.

Well, the issue here is gamma correction and the HEX dialog says (Gamma corrected) under the hexadecimal value. Due to that it is not possible to find the 0-1RGB value in  Blender if the exact correction value, not to mention the formula, is unknown. Like 255 = FF = 1 every time but e.g. 127 = 7E = 0.402 it would seem, though, it should be near 0.5! As no fast and easy way to calculate the correct value exists, I always use hex and convert RGB to it if it is necessary. After all, hex is common now that internet is all around us.

As you can see in my answer, when he uses Filmic not even RGB (255, 255, 255) = #FFFFFF = (1, 1, 1) is shown as pure white, so Gamma Correction is not the main issue.

@Gordon Brinkmann: which only proves the issue of color is never an easy one. And, just in case, check if your color intensity is 1.0

No, of course it's not easy. But he doesn't need to find a special 0-1 value, he has a hex value that he can enter in Blender, so there is no need for 0-1 values. If he enters the hex code, the RGB values adjust automatically. And when he simply uses the standard sRGB color management it fits the default Adobe setting. And why check the color intensity for that?

And that's my point: if hex gives the desired result use it and don't try to find the way to convert the RGB  to 0-1 Blender values yourself. And the screenshots suggest just that. By the way, they really could change it to the usual 0-255 or otherwise abandon it.

But his problem was that even the hex values didn't get the desired result because he was on Filmic with Very High Contrast.

And so, together we answered his problem in full. Great job!


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Translation of curve line is deforming and switch over ways in geometry node
Im trying to create a road with polygones then use geometry nodes for control, lines, border, and more.
So my idea is to select the externe points of the mesh todrive a second line follow exactly the shape of external point.
My problems
1 - When I push my line I got some lines go in opposite ways.
2 - When I push the line extremely far from a border of the mesh the thickness is
deforming.
Do you have any ideas to force line to match with the mesh ?
Thanks you

I think this is what you're looking for: https://blender.stackexchange.com/questions/260113/uneven-profile-curve-thickness-with-geometry-nodes-curve-to-mesh There's also a native solution in the works: https://developer.blender.org/D16829

@Kuboå Yes exactly what Im looking for thank you.


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Fix material stretching in 2.8
I have a texture that I apply on a cylinder mesh. The UV map seems ok, but on the sides of the cylinder the texture is stretched.

I tried to subdivide the vertices, but it didn't worked.
And as you can see the cylinder didn't even got rounder.

How can I fix the stretching and why the cylinder didn't got rounder?

maybe first apply the scale of your object (ctrl A > Scale)

You've stretched the sides in the uv map to be taller, but no wider, hence the stretch.
If you subdivide the sides it will just place the new vertex in the middle of the other two, with no interpolation, hence why it doesn't get smoother. Subdivide smooth or the subdiv modifier are much better than doing it yourself.


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Squarish HDRI shadows with irradiance volume in EEVEE
As seen in the picture I get weird squarish shadows on the floor when baking the light of the HDRI with an irradiance volume. When I look at examples of others, the tones seem to nicely blend. Can someone tell me what I'm missing? Thank you.

I opened the project a few months later and it's gone. Probably just a bug which was fixed by an update.

HDRI maps do not by themselves create shadows in Eevee-- only in Cycles. Also, your irradiance object is way too complex. It should probably be 1/10 or 1/20 of what you see there.
Not sure if this helps but those are some things you might take a look at.

I've tried both very low and a lot higher resolutions. It only changed the size of the rectangles.

You may need to up the size of your Shadows in the EEVEE Render Properties. Try setting them to 2048 (both Cube Size and Cascade Size) and see if that diesn't help. Also, look at upping the Cubemap Size in the Indirect Lighting EEVEE setting.


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Is there a way to map the frame rate to keyframes?
Is there a way to change the frame rate during an animation, using keyframes?
i wanna try making certain actions with different frame rates (close ups with 24fps while more action heavy shots take 12fps) without having to render the animation multiple times then stitching footage together or making a different project entirely.

Wait i just realized i could just use the steps interpolation in the graph editor


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Matrix won't stay on my plane
Hi i need help on making these cubes stay on my plane, the location part is easy to do, but the rotation only rotates on it's bounds, not the group's bounds
any way i can fix this?

You can use Transform Matrix node to rotate whole matrix list.

when i render it doesn't seem to want to update my plane, how do i make it update when it renders?

Not sure why. You can ask to developers:https://github.com/JacquesLucke/animation_nodes/issues


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Animation nodes: custom falloff shape?
Is there a way to make your own custom falloff in animation nodes besides the default sphere or directional falloff?

Yes. You can use Custom Falloff node to make your own falloffs. For example we can make Mesh falloff using BVH Tree and Custom Falloff node.

Is there a way to use multiple effectors? also when i rotate it using "compose matrix" with a "object transforms input" my effector becomes distorted and out of place


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Object not visible in render with hair particles enabled(!?)
In Viewport everything is okay and visible like it should. Hair and the body. But when I hit render (in Evee and Cycles both) only the hair is visible and not the body.
While searching for the issue I noticed that when I delete the hair particles through the little minus the body is visible again in my render.
How can I fix this that both appear in my final render? It is probably something in my particle settings(?)
Thank You!
Image 1 normal render without deleting Hair Particles
Image 2 deleting Hair Particles with the little minus
Image 3 render without hair particles (body visible again?!)

I see, you find solution, but anyway your question is duplicate, next time check this list: https://blender.stackexchange.com/questions/67490/why-does-my-object-not-show-up

I found the solution, "Show Emitter" under particle settings was not enabled.


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How do I split a continuous texture into strips and offset each strip using the shader editor?
I have a homogeneous wooden texture applied to a plane. I want to split the texture into strips on one axis and then offset the uv of each strip to give the appearance of individual planks glued together and not one continuous texture. I know I can do this by loop cutting the mesh and the selecting each piece and manually offsetting the uv, but I'm trying to figure out a way to do this just from the shader editor so that I have quick control over the size of the strips (and also my mesh is not really a plane, it's more complicated, so doing the above mentioned way won't work).
I tried doing this by using a Separate XYZ node, then connecting a floored modulo math node to the x axis and decreasing the value, and then recombining the xyz.This does give me the strips I need. However, I cannot figure out how to offset the texture for each strip.
Any help would be greatly appreciated!
Extra question - is it possible to extract the border of each strip so that I can plug it into the normal map to give a slight indentaion where the "planks" would be glued together?

This is an example of alternated tiles, the pattern you want may be this or another, and you gotta figure out the math for that.

Key concepts:

Floored modulo and compares (top branch), if the floored modulo is near zero, it's a division between tiles, we use this as a factor to use a gap shader
Snap (middle branches): this creates discrete values (it's like the result of the division from the floored modulo instead of the remainder). Having discrete and "non varying" values is important so we can get a constant noise value for each tile (this noise will be used as a displacement on the texture map - hence the random multiplications by 40 and 70)
Some math using the integer result of dividing by X width, if odd, displace Y by length / 2 - this alternates tiles (and here is where you make different patterns if you want, like making a floored modulo by 3 and using 1/3 length, for instance).

File

Extra question - Create little normal angles on the planks
Using the same "snap" principle, but having a rotation of a gradient texture for serving as normal.
How to create procedural ceiling tile Gradient texture?
I guess you could increase the random multiplier in the extra question (needed that in the latest tests)

Thank you so much man, I gotta say I don't understand how this works at all with the math but with some playing around I was able to tweak it so I got the effect I was looking for. Cheers!


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How to make the geometry transparent and shows the leaves only?
I want to create a bush.
There's a transparent image.
But how to make the black dissapear and left only the shape of the leaves image.

https://blender.stackexchange.com/questions/35127/how-to-make-transparent-material-in-cycles/ https://blender.stackexchange.com/questions/90392/how-do-i-get-transparency-to-work-with-the-principled-bsdf-shader https://blender.stackexchange.com/questions/93686/transluscent-leaf-using-principled-shader/ https://blender.stackexchange.com/questions/81851/does-transparency-work-in-eevee/129787#129787

Change the blend mode (right side) from opaque to something else (alpha-blend works well for many things).

You need to connect the alpha channel of the image node to the alpha input of the BSDF.

With Eevee, you need to enable blend in the material settings:

If you want the transparent parts to cast no shadows, you'll need to change the Shadow Mode to Alpha Clip or Alpha Hashed
Remember to connect the texture alpha in the alpha input of the shader node.


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How to fix bad graphic on shading view?
The graphic suddenly looks weird. How to fix this?
The problem only happens on shading view.

I am not exactly sure what I am looking at but try to change value Clip Start at the top right in View to something like 0.1 and let me know if it helped

Yea, it works. Thank you.

Just to add more, this is same thing: https://blender.stackexchange.com/a/242914/128477 ----- If you change Clip End to way too big value it will start to glitch your xyz axis, if you set your clip start way too low combined with end being high it will create this similar graphic glitch that you experienced, value like 0.0001 is only good if you are working with something really small


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Blender 2.79 - Where/How to see which bone connected to which vertices group?
Is there a way to see which vertex groups name a bone is connected to?

A bone always affects vertex groups with the exact same name that the bone has.

I have tested that I can change the name of a vertex group. But the bone name remain the same. In that case how to recognize it?

If you change the name of a vertex group without changing the name of the bone, then that bone no longer affects the mesh whatsoever.  It is not connected in any way.


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Blender 2.79 How to remove these black lines in Cycles Render?
Those black lines appear on each edge that's have separated two faces.
Is there a way to get rid of them?

I can't tell for sure by looking at the image, but it looks like the geometry is manifold (some edges belong to more than 2 faces). This can cause shading issues (and other issues). Try to always make the geometry non-manifold.

Yes you're right some edges belong to more than 2 faces.
I see... so that's bad.
Thank you.


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Can Blender 2.79 add a completely empty new UV Map?
I want to add another UV map.
I click the "+" button.
But every time, it copies also the previous uv map. When I unwrap a new one, the old one also there.
So, can Blender 2.79 add an empty UV Map?

What do you mean by "empty" UV? The faces of the object are always mapped in a UV, even if it's not properly unwrapped.

Oh, so I just have to put the part of unwrap map I don't need aside?


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How to fix this traceback error with this addon?
I'm trying to use this addon: https://github.com/ucupumar/bevel-curve-tools/blob/master/init.py in blender 2.82 but when I'm creating a new beveled curve I get this error:
File "C:\Users\Saynom\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\bevel-curve-tools-master\__init__.py", line 539, in execute
    subsurf = self.subsurf)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.curve.y_add_bevel_to_curve.poll() failed, context is incorrect

location: <unknown location>:-1

I don't understand Python but is there any quick fix to this issue by any chance?
Thanks in advance for your help.

Were you in edit or object mode when you used the function of this add-on that caused this error ? Maybe try in the other one

@Gorgious When you add a new beveled curve in object mode it automatically puts you in edit mode. And if I'm already in edit mode I also get this error.

Alright, that was my 2 cents ! Then I don't know. I saw you already created an issue on the github page, I think you should wait for the author to get back to you, it is hard to say otherwise. Good luck !

@Gorgious Alright, thanks!


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2d Object (drawing) wont move
I'm trying to adjust my drawings position in Object mode but every time i move onto the next frame, it snaps back in place. I've check my other layers to see if the problem was with all of blender but some of my other objects work but others dont move either. Im stuck and cant carry on with animating :/

Do you actually save the keyframe before jumping to the next frame ?

how to you do that, i assumed each framed saved itself. Thats how ive been doing it

Well it saves itself automatically only when you press the circle icon on the left of the play/pause icons on top of the timeline. But if this is not activated, you have to manually set the keyframes. You can either right click in the field you want to save > Create (or Insert) keyframes OR you can simply hover your mouse over said field and press I on your keyboard

Thanks it started working again when i enabled the circle thing. I probably turned it off when i was having another problem with blender accidentally. Thank you so much!


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Accidentally Deleted My Main Screen
I'm new to Blender
I used a split screen and instead of closing it, I closed the main one.
is there any way that I can bring back?

I'm sorry I don't know the vocabulary for Blender lol
The thing is I was working on a layout screen
and then I added another screen to adjust the light
but instead of closing the new one (the one I was just adjusting the light on)
I accidentally closed the one I put all my work on.

Hey I'm not quite sure what you mean, a photo would be helpful but if you accidentally exited 3D View you can select 3D View mode back from the mode select panel on the top left.

another note - if you ever just want the default screen layout again, you can just remove and re-add the "layout" tab from the workspaces bar and it will go back to the default.

I'm sorry I don't know the vocabulary for Blender lol
The thing is I was working on a layout screen
and then I added another screen to adjust the light
but instead of closing the new one (the one I was just adjusting the light on)
I accidentally closed the one I put all my work on.
I tried selecting the 3D viewport again
But the layout I was working on is still missing.


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How to morphing Multiple object in blender?
I have multiple meshes they have equal number of vertices.
How to join multiple object as shapes to morphing animation?
I know there have method by "join as shapes" to morph one to another, But how to add more object?

what do you mean by "add more objects". It looks like there are 2 methods, the Shapekeys > Join As Shapes you're talking about, and Shrinkwrap > Assign As Shapekeys. The first one need the other objects to have been modeled from the first one, so that it keeps the same vertices index, and the second one need you to work a sort of retopology I guess.

the 2 methods, here https://www.youtube.com/watch?v=YBvA2Hduk_w and here: https://www.youtube.com/watch?v=i3BSXsrJ-ig


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How to get duplicate id via python api?
I try to copy my model and append it as child.

Before

After
When I try to duplicate by bpy.ops.object.duplicate().
It will return {'FINISHED'} which is not useful for accessing it!
I can't put any operation when the item id is unknown!

If you need the object for further operations it's best to do the duplication without the operator.
data_copy = bpy.data.objects["Cube"].data.copy()
obj_copy = bpy.data.objects["Cube"].copy()
obj_copy.data = data_copy
bpy.data.collections["Collection"].objects.link(obj_copy)
obj_copy.parent = bpy.data.objects["Cube"]

It is best to do it without the operator like in the answer by rjg, however after the operator is run the duplicated object becomes the active object, so it's bpy.context.object and if you are duplicating a few objects, all the duplicates become selected so they are all in bpy.context.selected_objects .


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How can I rotate individual instances based on their center points?
I am trying to rotate instances of a text that I split using the "Split to Instances" node.
However, the pivot point for each instance is currently on the same point.
How can I set the pivot point of each instance to its own center, individually?

Tricky.. are you generating text inside your tree? Else, text-objects are imported as a single mesh, and some glyphs comprise more than one mesh-island.

Yes, it's possible to have multiple islands.
The "String to Curves Node" have real pivot point.
I'm trying to achieve this with a different approach by rebuilding the pivot point.
I believe this might be an easier way to split the modified layer within Geometry Nodes.
Perhaps this could be chained together with ordinary mesh-based Geometry Nodes.

Perhaps give us an exact use-case, so we can see the advantage of using text created outside GN.

I don't see why you realized the instances in the fist place; they had a a local pivot point originally. anyway here is a part of a video that shows you how to get the bounding boxed of instances (per instance) https://youtu.be/i0hvnvMXJuI?si=vzyBc_WP-9RChsDJ&t=9m

If you really don't want to create the text directly with Geometry Nodes (and could use the pivot points directly as mentioned in the comments by @shmuel), then you can solve this with an old scaling trick.
Something like this:

Here I simply convert the instances to editable geometry, scale them to $0$, merge the vertices, and transfer their positions back to the instances.
By multiplying the positions by $(1,0,0)$, I get the baseline of the individual letters (you can also omit this node, then the individual center of the letters is used directly).
(Blender 4.1.0+)


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Extrude face down without disturbing adjacent surfaces
I am new to Blender.
I am trying to make a neck for my character's head, by extruding a face on the underside of their head.
I am trying to achieve this:

But when I press e to extrude, or drag down with the transform tool (orientation set to Local), I get this:

So I set the transformation orientation to Global, and I get this:

My character head currently:

Could anyone please guide me in the correct direction?
Many thanks.

by default the extrusion will follow the face normal (it's orientation). If it's not vertical the extrusion won't be either. To constrain on the Z axis just press Z after the extrusion. Also, if you've enabled the Mirror Clipping option it will prevent the creation of a face between the extrusion and the mirrored extrusion.

Thanks a bunch!

By default the extrusion will follow the face normal (it's orientation). If it's not vertical the extrusion won't be either. To extrude and constrain on the Z axis just press E then Z.
Also, for this kind of faces that stick to the mirror axis, if you enable the Mirror Clipping option it will prevent the creation of a face on the axis itself.


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I can't make the outer glow for the moon
I made this moon and I'm trying to give it an outer glow and also I would like to have emission, but the texture to be visible. Can you guys help me? I'm attaching the render and some stock photos for what I would like to achieve. The final image is the render, I'm trying to achieve something similar to the last reference photo.

I also add the shading nodes and the compositor nodes. I want to add emission to the object, but I can't get it right, I want the texture to be visible, but the object to emit light, to be the main light source for my scene. If I add emission shader, I can't see the details like craters and bumps from the moon. Can you guys please help me?

about the outer glow: it's only in the second ref image because of the earth's atmosphere it's being seen through (you could do that with a glare node). The last ref image is of a planet with it's own atmosphere, but the moon doesn't have one so it would look different

You mean you want an atmospheric glow? Or do you want the whole moon to cast a "corona"?

I want an atmospheric glow just like the earth reference photo and I want the moon to emit light, but the details to remain visible, if I add an emission shader, the whole object turns yellow/white. I tried with another sphere with a principled volume and a density of 0.2 and in compositor to add a glare node, but it doesn't look like the image with the earth.

Hello :). Eevee has a nice Bloom option that gives a similar result (a glow around emmisive objects).

Hello, I'm using Cycles, I know about Eevee bloom, but I'm trying to achieve it in Cycles for final rendering.


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Why some brushes don't Dyntopo?
Using Blender 2.9, and not sure if this is normal but a couple of brushes don't dyntopo, for example, Smooth and Draw Sharp. It is kind of frustrating since when I need to draw sharp FOR SURE I need more geometry, as well as it is very useful to change the resolution on some areas by just using the Smooth brush with very little strength.
Thank you in advance.


text:
Some funky stretching going on in character animation
Well, first of all, I saw many posts about stretching, but mostly they are about unproperly vertex painting and in those other posts you can see the stretching directly in the viewport, but my case is a little different, I double-checked all the vertex weights and my stretching just appears in a couple of frames from the final render(so the stretching appears in one frame and disappears in the next one), not visible in the viewport
Thanks in advance.

Problem fixed... False alarm!!!, I double even triple checked my mesh weights, (but only in my main mesh, since the stretching looks gray), and I have the eyes and shoes as a separate mesh, all these three parented to my armature, finally I double-checked the eyes and they were parented to the armature with an orangy tone, not totally red, after I weight painted them in full red the problem is fixed... Anyway, the weird thing is that I was not able to see the stretching in the viewports, maybe that would have given me a clue of where the problem was.


text:
Can diffuse backing generate different background color other than black?
When I create a new image, I choose white BG color.
But after baking, it turns black.
Is there a way to make it white after baked?

In your bake settings, disable Clear Image option:

If I did that, many texture images get baked in different position according to each UV map. I have multiple UV Map.

@JuanFeju can you elaborate? Your baking workflow is probably wrong. Clear Image removes the contents of the image before baking to it. If you want to have white background, create a white image and bake to it without clearing it.

Never mind, it works now. But what does clear image actually for?

@JuanFeju Typically it's used to overlay multiple bakes.


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How to make walk cyclic that keeps moving foward
I have a walk cycle, that isn't stay still. It's animated moving foward 2 step.
How can I repeat this walk cycle, but the location keeps moving foward for more steps, instead of repeat back to origin.

check out in the dope sheet, which axis is responsible for the movement and just extend the curve accordingly. if you want best support for your answer and exact help, what to do, it would be the best if you append your .blend file here

the best would be to create a still walk cycle, but if you want to keep the current walk cycle, as Chris suggests, you could use the Graph Editor and copy paste the existing movement so that it continues on the right axis at the point where it currently stops?


text:
How to make two objects acting like parenting to each ohter?
I understand parenting two objects
Circle A to B
Circle B to A
will result unwanted behavior.
But let's say I want when Circle A rotates, B will follow, and it should work the same when Circle B rotate, A should follow.
The rotation should be initiated from either A or B.
What would be the solution for this?

Cyclic parenting requires a memory-full system, which means that to calculate the position of the objects Blender needs to know the entire history of the state of the 2 objects.
If you want to create a keyframed animation, you need to do a kind of simulation in python and bake it, or maybe you could find a simpler way by turning on/off some copy Rotation constraints.
But if you want to be able to rotate both of them in the viewport like you rotate normal objects, I don't think it's possible.
Try explaining more what you want to do, we may find a workaround

Do you know how to turn on and off the rotation constraints by rotating the circle? For example turning circle A will disable the rotation constraint on A, but turn on the one on the B, and vice versa?
But also retaining the transformation constraint value when the constraint is turned off. So the circle don't get back to the original position in view port.

Cheat and have two copies. Show/hide them with keyframes.

@JuanFeju as I said, you could also do that, but you'll need to do some scripting in python and you would need to bake it. To have automatic cyclic parenting it's the only way, so If you only have a small animation, like amonroejj said, the best way it trying to find a cheat, depending on your needs


text:
Is there an add on that can register the visual locrot of bones influences by IK?
So the bones will remain in place when Ik is disabled.

Select the bones you need and in pose mode go to the menu Pose_Animation_Bake action. Check Visual keying and clear constraints.

Well, is there other way without to loose my current dope sheet state.
After baking, the keyframe became in certain frame steps.

Actually, it turns out I can set which frame to be baked. So, yeah, it's one alternative to achieve what I need.


text:
How to move bones and amature in edit mode altogether?
I need to move the armature and the bones that's in T pose to the center of the world.
But I can only grab the bones. How to move the mesh also altogether?

you're in Edit mode, you need to come back to Object mode

Parent the mesh to the bones, and then move the bones in pose mode

Could you please add more to your answer to prevent it from being deleted? Thank you!


text:
At the end of my animation keyframes, in the graph editor, the red line isn't straight
At the end of my animation keyframes, in the graph editor, the red line isn't straight.
Why and how to make it straight?

most likely you have another keyframe at the end (hard to tell, since you cropped the image) that is using  bézier type interpolation.

There's no other keyframe. I've checked by zooming out very far.
The last square on the image, is the last keyframe.

Hard to help you further without more info.


text:
Blender 2.79 How to make an animation of a moving trembling hand?
I want to create a trembling arm.
But while it trembles, I want to move it up/down/rigt/left.
How to achive this?

go to Graph editor > Properties (N) > Modifiers tab and add noise modifier to f-curve

Ok, I manage to do it, but, the tremble is so fast and constant.
Ho to make it slow but sometimes fast

With a mouse howering above any noise parameter you can press i key to add keyframes to animate a value - so it become !aster or slower.


text:
Is there a way to mimic the 'inherit rotation' of a bone?
I need a child bone to 'inherit rotation' but in limited fashion.
I just need it to inherit the rotation of its parent when:

it turns left and right.
So if the knee turn in certain angle, the foot will follow.
But if the knee goes up and down, the foot need to stay unaffected

If I tick off the 'inherit rotation'. It fullfil the second requirement, but not the first.
If I tick off the 'inherit rotation'. It fullfil the first requirement, but not the second

Copy rotation constraint doesn't work, because the parent bone is straight up, while the child is 45 degree shifted.
Locked track doesn't work, because the child can only rotate in its local coordinate.
Transformation constraint doesn't work either.
I need to use the rig as is, meaning I can't change the foot bone orientation origin to as the same as the knee bone. Due to a certain condition.
Any ideas?

I'm assuming this is an IK chain, because if not the foot will always follow the knee rotation. In IK chains generally this behaviour is obtained by making the knee pole target child of the foot, so that you rotate the foot and the knee rot follows (while you're trying to do the inverse).
If you really need this inversion you can create a bone in the loc of the knee with the same orientation of the foot bone; make it child of the knee bone; set a copy rot constraints on the foot bone following only the rot axis needed (in my example Z axis).

I've tested this idea, it seems to work only if I rotate the knee. The foot will follow only in z axis. But when I move up and down the IK Target Bone to move the IK chain, the foot start spinning around in z axis. Not all the time. But only at certain location. Even though in my observation, the helper bone - the child of the knee doesn't spin around. By the way the bone that's 45degree is the foot not the knee.

After being confused for a day.
I manage to use your idea and adapt, by using the bone one step above the knee instead.
I dont understand the cause of the spinning, when using the helper bone to the knee bone, but the problem solved by parenting it to the thigh bone.

What I would do here is use a locked track constraint:

Here, I'm locked tracking the tail of my control bone, locking the deform bone's Z axis, tracking to its Y axis.  What that means is that deform is going to rotate in its local Z axis to get its tail (+Y) pointed as close to control's tail as possible, given only that axis in which to rotate.
Why is this better than a copy rotation constraint?  Because it doesn't use any Euler angles.  When you use a copy rotation, your bone's orientation has to be broken down into Euler components which don't always act like you expect them to.  For example, when you change the Y rotation, the Z component of an XYZ Euler is going to change as well.  And aliasing means that even the X component is going to change at certain Y and Z components (when it gets over 90 degrees of local rotation.)  A copy rotation is a poor choice for anything other than full influence replacement of all 3 axes.


text:
Why my cube edges is included on uv map?
I have a cube that has a cube hole in the middle, front to back.
When I UV unwrapped it, why there are some edges that come with it?
I don't get it, why edges get uv unwrapped? Shouldn't it only the faces of the object?

there are small dots on the edges, are you sure you've not beveled by accident?

Hemm... I did accidently click bevel modifier, but I've delete it afterward,  I thought It wasn't applied. But hei thanks for the clue.

to fix that you can simply Alt M > Merge By Distance