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Can not select object in other collection
I'm using Blender 2.8 (Windows 10).  I have two collections.  One With a plane that I would like to hold a projection of an image I would like to convert into an object.  The other collection with the object I am modelling.  Somehow the wedge object is unselectable and I can only select the plane object.  Trying to access it from the objects list and choosing "select" just results in the image below (but does not allow me to edit it using the "Edit mode" options.
Can not select object in other collection:

Can kind of selected object in other collection but not really by using the "Select" option.  This does not let you actually edit the object though.

This is a classic gotcha.
If you see this in the 3D viewport ...

You're still in Edit Mode and although it looks like you've selected another object, you really haven't ... you've added a secondary object to the selection.
Hit the TAB key to go back to Object Mode, then you should be able to select objects normally again.
Alternatively if you want to stay in edit mode but switch objects then you can simply click the Edit Mesh toggle in the outliner.

This is a real pain in the -Z, something I hope is addressed in the future.  It catches me out daily.

Thanks Merlin.  I will mark your answer as correct when the 2 days has past... I'm just writing up my own answer with 3 additional and different ways of doing the same thing.  Thank you so much for your answer though as it has a nice keyboard shortcut!  Any help on this one would be great though: https://blender.stackexchange.com/q/158969/83475  I am stuck :)

Notice in the right hand side the word "Plane" is in orange but the "Wedge" is in grey.  If you click the down arrow to the left of "Wedge" and then click the green icon or the text then you can edit the wedge object.  I don't know what the orange triangle icon vs green triangle item means yet.  I also don't know if this is a bug / feature though it's pretty confusing.
Alternatively if you change the editor type to "Object Mode", then click the "Wedge" text or click the wedge object in your scene.  Then change to "Editor Mode" it will then let you edit the wedge object you see (same as Merlin's answer but without the nice keyboard shortcut)
OR, if you right click "Wedge" text and choose "Select", then change to "Object Mode" and back to "Edit Mode" you can now edit both objects.

The green triangle is button to Toggle Edit Mode for that mesh data.

The orange triangle is just an icon for a Mesh Object

"Toggle Edit Mode for that mesh data" -> yes you're right... that's a 4th way of doing it... but only works if the Mesh Object has been opened.  Clicking the Green icon when that Mesh Object is collapsed won't do anything.

That must have been fixed in v2.81

@Merlin , you're correct.  Fixed in v2.81.  Apologies for the noise.


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Name of command to reset 3D-view (camera)
I am on a Mac.  My 3D-view (camera) is not panning and zooming correctly anymore.
I know I need to press numpad . (the period key on the numpad).  I do not have a number pad.
I know I can get around not having a numpad by remapping the key.  However I do not know what the name of the command is that will reset the 3D-view.
I searched for "numpad ." and tried remapping several of the available commands to shift + option + ..  But when I select an object and then issue that key combo, my 3D-view does not change.

Try "Frame Selected" in the 3D View (because your problem is in the 3D Viewport, everything else is in other parts of Blender). If that doesn't help, instead of remapping the key try the shortcut Shift+C.

Thanks @GordonBrinkmann .  I've post this as an answer but please feel free to post it and I'll accept yours and delete mine.

That's okay, go ahead. I think you can accept your own after 24 or 48 hours.

The third "Frame select" under 3D View is the one you want to remap.  The others might work as well but I did not test them.

source: Stack Exchange

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

sort: votes


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Blender Shapekeys heat map based on movement
This is a continuation of this question, and then this question, but now I'm onto the next step of the puzzle.
To recap, I have two different skulls in Blender, that I created as .stl's in a program called 3dSlicer from real CT-Scan data.  I started by wanting to "average" them, and get a shape that represents the average shape of the two. Similar to the work done in this paper.
My original question asked how I could do that, possibly using shapekeys.  Nobody was able to answer that at the time, but I knew that step 1 would probably be to make each skull have the same number of faces.  By using the answer from this question and "shrinkwrapping" a skull shaped object around each skull, I was able to finally accomplish my original goal.  Pictured here:

It still needs some work as far as making sure I correctly shrinkwrap each skull to begin with, which will make my finished product look a little better, but at least the process works.
The process was:

Shrinkwrap each skull with a "skull-like" mesh that had an identical number of faces
Take these new skulls (the shrinkwrapped mesh) and use shapekeys to morph them halfway from one to the other.

So now my question is:
I'm sure that some vertices move more than others during the morph.  I would love to show that in a heat-map like way, similar to this:

I.e. vertices and faces that moved farther would be brighter, whereas faces that barely moved from one skull to another would be duller.  Is this possible in Blender?

Bake unmorphed world space position to a texture ("wP1").  Bake morphed world space position to a texture ("wP2").  Subtract wP1 from wP2 (or vice versa) and measure the length of the vector.

that's a really similar problem I need to tackle, I know how to solve it , but I miss the programming skills to do it. first of all , you may start from an average, symmetric skull and you join as shapes the different "individuals" that you want to average. second, you add 50% of each individual and see the result. this to have a better looking final result because you start from a shape which is already harmonious . third, for the heat map , each vertex has an indices, and the shape key is the final position of each vertex. so you can create a simple vector per each vertex and compare the lengths to make a heat map . maybe creating a vertex group named "heat map" and assigning the vertex to the group based on the % of the distance of each vertex from the starting position , and using the longest distance as 100% value for comparison. you can refine the visualization by interpolating with the surrounding verticles because maybe you have an entire area translated all together and the vertex are not really too much further from the neighbors , but all they are maybe surrounded by a group of verticles which is heavily translated, carrying with them all the encircled ones.

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


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Use Blender to get "Average" skull shape
This may be a theoretical question, but I'll ask anyway
I know using Shape Keys I can do morphing like this:

In other words, I know that Blender can "morph" objects together.  I'm no expert at it, and I've heard that problems are created when objects don't have the same number of faces, etc..., but I know Blender is incredibly powerful and maybe something like this can be done.
Lets say I have two skulls like so:
Can I "morph" them together to get the halfway point between the two?   And if so, could I expand on that idea to take something like 50 skulls and get the "average" shape of all of them?  Possibly something like the "average skull" they created in matlab in this paper:
https://www.nature.com/articles/s41598-018-21662-w
That average of 50 skulls is my ultimate goal (what I'd like answered in this question).
Thank you!

I would be surprised if this is possible with blender,  but what came to my mind is to place them over and one of them create a shapekey that very roughly adjust in sculpt mode or with proportional editing ... to get  similar shape and them use shrinkwrap modifier and apply as shapekey. But one more thing .... Shapekey moves vertices in straight - shortest way from start end position that sometimes creates very deformed shape in middle part of transition.

Can you share source meshes to experiment with? I’ve done something similar involving a common texture on different meshes. It might be possible to adapt that approach to averaging meshes.


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Better way to "deburr" an object
I have an object like so with pointy spikes:

And there's a lot of them all over the object.  Also I have no control over how they were created/the object modelling.  I'd like to get rid of them all at once and "smooth" them, but when I use the smoothing tool in sculpt mode, it often makes them worse:

I can go after each spike individually and in edit mode remove the vertices, fill the holes, etc...   but is there a tool I don't know about?
Blender 2.92

Hello :). You  might have some luck with one of the Remeshing tools.

@JachymMichal  Which tool do you think?

Hey :). Either the Remesh modifier, or the Voxel remesher :).


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Absurd units, help getting realistic numbers
Long story, bear with me.

I'm doing a research project involving ct scans and skull measurements.
I create models of skulls (called segmentations) in a software called 3DSlicer and import them into Blender as .stl's
I understand that .stl's don't have inherent "units", and so I understand that when I first measure a skull I import, I might get something like this:

A- how could I fix that?  I.e. get it to say 21 cm instead?  Is there a way to set the units of an object I import?  Do I need to set the global scale or units first or something?
I bet with enough googling I could probably figure out that step (although I have tried), but I still think this next step would be odd:
I have been drawing a curve, turning that into a "surface" and turning that into a mesh (could I go straight to mesh?) in order to get the surface area of a hole in the skull:

And am I crazy, or does that seem like wayyyy too big of a number?  Even assuming that I need to change the initial units when i import, if an even bigger hole there would be the 88x66 meters I drew, that would be 5808 meters, which would be 580800 centimeters cubed, which is still 25x smaller than what it is measuring for me. (Thats the 3d print toolbox addon).  What gives?  Is that surface area giving me both sides of the mesh?  Can it being wavy affect it THAT much?  Is there a better way to measure surface area of that hole?

Our ultimate goal for that step (if it helps spur any ideas) is to track the hole size across several scans in time and see if it gets bigger
So to summarize:  How do I set the units to be more realistic upon import, and how could I get a more realistic surface area measurement for the hole in the skull?

Is the mesh scaled (property panel in object mode)?

Says 1.0 for all the different scale options.

To change the scale of the .stl file on import: Top right hand corner of the Import .stl window use the little gear icon to open the Transform options and there you can change the Scale value to 0.001 or whatever. To show measurements in cm: from the Properties Editor > Scene Properties > Units > change Length from the default Meters to Centimeters.


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Measure length of "curve" (or similar) by drawing on mesh
I know there are a million answers on here about measuring the length of a curve (like this one, which is pretty much what I want to do) but I feel like this situation is a tiny bit different.  I have a scene like this:

Which is the real top of a skull, imported in "real" units.  I'd love to measure the circumference of that hole in the skull and return the length in centimeters, preferably by drawing on it.  I was drawing a curve by eyeball and using the CurveTools addon to get the length, but as you can imagine, its often hard to tell if you're in a correct 3d Plane and actually touching the surface and I often had to manually adjust each point I drew.  What I would love to do is "paint" like so:

And then have Blender measure the length of that, I imagine by creating a curve where that selection is? I tried separating the mesh by selection and then converting that new chunk into a "curve" and that technically happened, but the new curve couldn't be measured by Curvetools, not sure why.
Blender 2.9 if it matters.

Nevermind, found my solution here:
How can I make curves "stick" to a model?
Instead of drawing a selection and then creating a curve from that, you can draw your curve and have it snap to the object as you're drawing.


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Keep mesh rotation but reset rotation value to 0
This question has been asked and answered here.  However the solution is for an older version of Blender and the description for the newer one is too terse for me to apply it.  Could someone elaborate on how to:

enable the Affect Only > Origins in the Options and use it to realign to a custom orientation.

I have found the Options > Affect Only > Origins, but it still seems to rotate the object as normal which does not let me remove the previously applied erroneous rotation to the object (which for tidiness I would like to remove).

Select your object and CTRL-A > rotation?

Yes, brilliant.  Thanks!  There are so many "hidden" blender menu shortcuts I still need to learn :D
Please post as an answer and I will accept it.

Now done. The most frequently used one from that menu is to reset the scale and I assumed everyone knew that one because it's used so often! :^)

Brilliant.  Well I really am a beginner and I still don't know what to search for to find that answer out for myself!  xD

Select your object and CTRL - A > Rotation.

John Eason's answer is correct: CtrlA → Rotation
To expand on the reasoning behind this, the A in the shortcut stands for "apply". When you apply a transformation (Location, Rotation, or Scale), the transformation becomes part of the object's data in its native state (when Loc/Rot/Scale are all set to 0).
An exception to this is a Curve object whose Shape is set to 2D... for such an object only Scale can be applied, unless you switch it to 3D.


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New to Blender and need advice
I'm a beginner on Blender and I start by following Andrew Price's tutorials, including the series on his YouTube channel https://www.youtube.com/watch?v=TPrnSACiTJ4. The file generated after the first video weighs 720 KB, while after the fourth video we are already at 570 MB. In this part, some modifiers had to be added and applied. Hence the question: is it normal that the file becomes so large? I'm afraid that after all the videos of this training we'll end up with a huge file that would make navigation and handling much less fluid. Do you think my desktop configuration is insufficient? I use an Intel i5-7400 processor with 8 GB of RAM, without a graphics card. Should I plan to purchase a graphics card?
Thank you for all the advice provided.
Translated with www.DeepL.com/Translator

Hardware questions are off-topic for [blender.se], you may want to ask at https://blender.chat

It's normal that files become larger with complexity, especially if you apply modifiers like subsurface which increase the number of vertices. I can't tell if the increase in file size is normal for the tutorial you've been following. A GPU can be useful for speeding up rendering, however your RAM will likely be the bottleneck once you reach a certain complexity.

I've just looked back at the files I saved at the end of each video (under Windows 7 using Blender 2.80 final):
Level 1
Part 2 around 607KB
Part 3 around 678KB
Part 4 around 679KB
Part 5 around 10,210KB
so there's a jump during part 4 of Level 1, but nothing like you report and in fact the final Level 4 file is under 14,000KB so you've done something wrong somewhere!
I'd be inclined to start again from the video before you see the jump in file size.
Your hardware shouldn't make any difference to the .blend file sizes.


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How do I take a picture (of only the render and not the menu)
I finished final render of the thing I'm making but I don't know how to save the image as only what is in my viewport

Image Editor -> Drop down -> Select render result -> Image -> Save as

Yes You can do it easily
Just click on image and then here you will see a Menu with a Option to save the image.


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Where is the Clamp Node
I've been experimenting with nodes recently and following along with other people's work. I've noticed they used a clamp node that I cannot seem to find in the search menu.
This blender documents say it can be found under Converter>Clamp Node.
https://docs.blender.org/manual/en/dev/render/shader_nodes/converter/clamp.html

I've tried experimenting with the Math node but couldn't get the same results. I'm using Blender 2.8
Is there a way to create the Clamp Node with Node Wrangler

This is with a diffrent node that is set to clamp it maybe mixrgb. You may want to download the file and see which one it is.

The Clamp node is available in Blender 2.81

At the time of writing the beta version can be downloaded from the experimental builds page: https://builder.blender.org/download/


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Mesh in Rendered View looks dark compared to other parts of mesh because of an extruded part I made and now I don't know how to fix it
So I extruded to slivers of the body mesh and now the middle faces are weird. here is a picture included. Wondering if its the normals?

Have you tried recalculating the normals with Shift-N?

I have and its not the normals


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Drop rigid body onto soft body
I just asked this question and it was closed as being a duplicate of this question.  However I cannot get the solution from that previous question to work (explain in more detail below).  Also I don't feel that the slight impression the cube leaves on the pillow in that answer is the same effect I am looking for in this question (more closely molded)
To recap:
What I want to do
I want to drop this object onto this cube and leave an impression.  Almost as if the top object was metal and the bottom object was silly putty.  I am actually going to be 3d printing both objects and I want the cube to "hold" the top object.  I realize I could potentially do that with booleans but due to some problems with underhangs, etc...  I think this might be a better solution. (Compared to the previous question this was supposedly a duplicate of, the impression would be a pretty close "mold" of the top object, not just like an indent on a trampoline). Also once I got going down this path I wanted to figure it out for curiousity sake.

What I've tried
I selected the top object and clicked "rigid body" and I selected the bottom object and hit "soft body" and then pressed play.  The top object "drops" like I want it to, but it passes right through the bottom object.
Per this answer on here I tried a few things.

Made sure the rigid body had collision enabled--still passed through.
For the heck of it made sure soft body also had collision turned on-- still passed through.  I then turned that back off since it didn't seem to do anything.
Added rigid body physics to the soft body--- they both fall when I do that
Changed the rigid body physics on the cube to be passive and animated, changed shape to mesh and enabled deforming(per that answer)-- progress.  The top object collides with the cube after passing through it a little bit, but it doesn't affect the "surface" of the cube at all.   I.e. it does this and stays put:

Under the assumption that maybe it doesn't distort the top of the cube enough because its too simple of a cube, I subdivided it a bunch.  No change.
I tried swapping the "soft body" with "cloth" to see if that would behave differently and it didn't.  They both fall but the top rigid body catches up and kinda gets about the same amount through.

What I tried from that 'duplicate' question
It was suggested that this question was a duplicate, so I tried it.

I subdivided the cube etc..  like they said
Picked the vertices and made a vertex group
added cloth physics, inserted my vertex group as a pin group and checked the pressure with the value of 5 (the only thing I didn't do on that step was uncheck goal, where is that? I'm in blender 2.93)
Made sure my top object had collision (with and without rigid body as well, tried both)
This is what happens to my cube when I hit play

Any ideas?  Again, I'd love the bottom cube to kinda "squish" around the top rigid object that's falling into it.  Thank you!
Alternate approach I'd be ok with
So to recap, I'd like the cube to be molded pretty tightly around the object, almost like a boolean.  Imagine squishing the top object into silly putty.   The only reason I didn't use a boolean is because if there are over/underhangs I don't want the cube to wrap around it and 'catch' the edge.  If its easier to drop the cube onto the rigid object instead of rigid onto cube then I'm all for it.

Can u please share your blend file for your 2nd try so I will check it out?

@Chris  Here you go:  https://1drv.ms/u/s!AnsEucAtFS_Slok7pl-vVfZ6ayQmtQ?e=ofyPEr


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Import .ply with vertex colors into Blender
I'm trying to render something that would look like this:

I've had a similar problem here: Blender 2.81 doesn't seem to be importing vertex color for .ply
And in that question I linked where other people had similar problems.  I've attempted to use the "Point Cloud Visualizer" linked in one of the comments to figure this out, and that's where I'm currently stuck.
I have a .ply file is exported from 3DSlicer.  Here is a comment thread explaining why they use .ply and per-vertex color attributes: https://discourse.slicer.org/t/tractography-export-by-color/3191
I'm trying to import that point cloud into Blender using the point cloud visualizer and I am following this youtube video: https://www.youtube.com/watch?v=eXct_7k779Q to use the Point Cloud Visualizer to bring in the .ply,  and that addon installs correctly and everything.  When I finally "draw" the point cloud in, I get this:

It's purple, and it says "missing vertex normals".
Any ideas?

It seems scalar fields are not correctly imported with the PCV addon. I personally use cloudcompare (free software) to load the ply, select it, go to edit > Color > From Scalar fields and export the ply again. This will populate the rgb fields


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Modular assets smoothing problem
I'm creating modular assets for a game (Unity). My problem is, that the smoothing is not being applied to the edges between the assets. I did create this example single wall.

Now I want to tile the asset, so I can create a longer wall. But the smoothing is not being applied to the edges between the wall assets.

Technically I could create the environment within Blender and export the whole environment to Unity. In Blender I could merge the assets (edges) and fix the smoothing like this:

Is there another way to fix the smoothing? So I can still export single modular assets to Unity and not merge them in Blender.

I did find a way how to solve it. I used this merged wall (Straight.001):

And used a modifier on my main single asset (Straight) like this:

Further explanation can be found here:
https://www.youtube.com/watch?v=99zHzN-Rqro


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Geometry Nodes: Instance per edge and orient/scale instances to edge length
I am trying to have one instance per edge, and have that instance stretch from each point on the edges. I've almost got it working via Transfer Attribute, but it's not able to pull exact distances, as shown below:

Alternatively, when using Transfer Attribute by Index it works, but still not quite:
I can sense by how it's working a little bit in both scenarios that the answer is out there. What is the missing link to solve this?

You could look at the methods in answer to this question

That worked! The trick was putting it on Scale Instances, rather than the initial Scale of the instance on points


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Geometry Nodes, Hair, and UV Unwrap: How to make UV alpha cards along a strand
With the new 3.3 Hair and UV Map nodes, the obvious use case is hair alpha cards! How would you use the new node to unwrap along the hair curves? We've gotten this far, but as you can see there are some errors where it guesses wrong:

Map Hair Curves (without meshing/ topology)
UV Mapping hair curves
Overview
There are 4 ways to render hair (without geo); 2 in cycles and 2 in eevee. 3 of them have virtual surfaces that we can uv.
Cycles:

3D curves
Rounded Ribbons

Eevee:

Strip

The Idea is to use shader nodes - where we have access to the surface (attributes) - to construct the UV’s together with the help of geometry nodes for some attribute we don’t have in the shader graph.
3D curves
Explanation:
We do something similar to cylinder projection/mapping. We basically make a radial gradient for X and use Z (up-along the curve) as Y - in this case that is the spline parameter Factor (or curve info Intercept).
We first have to construct the relative xy coordinates of the curve. To use on a gradient texture node set to radial, or with arctan2).
To construct this we will need the curve Normal, Tangent, and position from geometry nodes.
We will get the direction and magnitude of the surface from the underlying curve - by subtracting curve position the surface’s position (texture coordinate object) - , when put through a dot product with the curve normal will give us a range of values in the direction of the normal (, so 1 when it matches the normal in magnitude and direction, -1 when it points in the opposite direction, the values in between, and passed). This is our X.
For the Y we need to do the same thing, but have the direction be perpendicular to [90° from] the normal. For this we do a cross product between the curve normal and tangent. (then do the same thing as stated above) This is the Y.
To make the radial gradient use the built in node for that with this as the vector. If you want to know the math, it’s $\arctan\!2{(y,x)} \ + \ \pi \over \pi$  ((arctan2(y,x) + pi) / pi). This is your UVs’ U.
Your UVs’ V is the spline parameter Factor (from GN) or curve info Intercept.
Implementation:

Get Attributes from GN (on the point domain)

Make Surface Direction (in shader node)

Make the X coordinate

Make Y coordinate

Make U

Make V

Strip

Rounded Ribbons

…since the surfaces faces the camera we need the uv's to do the same. we can take the camera direction (from the surface) and cross product with the curve tangent to get a direction pointing across the surface - which you can call the Surface Tangent - . We can use this direction with a dot product with the non-normalized direction of the surface to the curve positive (or the “relative position”) like we did with the 3D Curves.
The radius also didn’t matter before, because it was radial where it doesn't matter how far the surface is from the center.

Should I move my answer here https://blender.stackexchange.com/q/64515/165102 ?

No, I think it's fine here. This question/post is more popular and has many more views (~600 in 6 months vs ~600 views in 6.5 years!). If you like feel free to post a link in the comments there that refers to this question here.

Quote: "...2 in Cycles and 2 in Eevee..." <- there is a little mistake because there is only "3. Strip" for Eevee, no "4. ..."

@Blunder it's not a mistake. I also said "3 of them have virtual surfaces that we can uv." in eevee there is also the option to render as strand

What you can do is construct the uv map from the factor of the hair and profile curves to get a square uv in the 0-1 range, and then it's possible to remap that range by scaling and moving it.
So capture or store the factor attribute before converting the curve to mesh, combine them into a xy vector and store it as the uvmap.

note that it gets stored as an attribute so you need to tell your material to use it via an attribute node.

You can use curve info node, without converting to mesh.

Intercept - The point along the strand (1 at the tip and 0 at the root).
Combining it with random, you can set 2D map


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Blender Logic Editor Sensor Property True If Z Value Less Than Property
The scene has two selection texts saying "Selection (1)" and "Selection (2)". The red circle on the left should be used to make a selection with the keys (up/down).
I tried to implement that logic in the Game Editor which I thought shouldn't be to complicated.
The logic in one sentence: "You can only press up/down if the user has pressed the opposite key before." This is the first project I'm doing with blender so I took a look at the documentation and added the Keyboard sensor which is working fine. But I struggle to implement the logic constraint. I tried to use the "Property" sensor but I don't know which values for Property are valid and the documentation on blender does not contain an example: https://docs.blender.org/manual/en/dev/game_engine/logic/sensors/types/property.html

It turned out that the properties are not the custom properties of the object - more like variables on the right side of the logic editor which I didn't see because the view was to small.

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


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Pre Render City/Room for Walk/Fly Mode
For a project I'm working on I need to be able to move around a city I made in Blender using Walk/Fly Mode.
Is it possible to have the city or room prerendered or in some cache so it doesn't need to re-render the display after each movement I take?
Currently what I've tried to do is set the viewport shading to rendered then going into Walk/Fly Mode, unfortunately, it has to re-render after each movement which can awhile consider I'm using a slower mac laptop.
If it makes any difference I'm using Blender Version 2.49b

Either look into baking  or record movement and render it to a video, possibly using OpenGL based viewport capture.

As far as I can remember, 2.49 does not have a 'rendered' viewport shading mode.

I would highly suggest baking everything in advance. That way, you'll still have to render everything, but it will be very fast. YouTuber Gleb Alexandrov has some pretty good tutorials on how to go this

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


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Make a frame, cause modifier frame fails
Is there a way to make the following possible:
I want to cancel the part where i put the blue cross and have a frame starting from where i outlined it with red till the edge. It needs to be a mirror frame.
I have tried the wireframe modifier, but that created a very different shape than i desire as you can see on the other picture. Is there a way for this?

Could you [edit] your question with more clear explanation of the desired result? "...cancel the part where i put the blue cross...", "..frame starting from where i outlined it.." How does selecting two faces where the blue lines are, insetting them with I and deleting selected faces after inset differs from your desired result?

If i select the face of the blue cross, which is divided in 2 pieces and click 'I', it moves the two parts separately which created a frame part in the middle that i dont want. Is there a way to get rid of those lines in the middle? I cant just delete the lines in anyway, cause it messes up the shape of my mesh.
I also didnt know about the 'I' option, thats why i am hear to ask and learn.

Ok i have just cut my mesh in half and duplicate it, then used mirror modifier again, to get rid of the seam in the middle, cause i made a mistake with the previous mirror modifier and settings. Then i did your method and it looks better now, thanks man!

draw the shape you want out in  Photoshop or paint then go into blender and try to box model the shape, the wire frame modifier will just turn your edges into shapes.

Ok i have just drawn a line with vertices and used the frame modifier, but it creates a flat frame. i prefer it to be a bit more round. Not actualy round, but at least some 3D look.

@fursims you could try the bevel modifier

So there is your base model that is mirrored by the X axis.

Now copy that model and remove the mirror modifier from the copy so that you're only left with half of it like this:

Now shrink the copy by all axis with S so it covers the space you want to remove and then expand the Y axis of the model with S + Y. You should now have something that looks like that:

Now go to the base model(the mirrored one) and add a boolean modifier above the mirror modifier, choose the copy of the model as the object to do the operation on(cube 3 in my case).

Now either apply the boolean modifier and remove the copy(cube 3 in my case) or just hide the copy and you should be left with just the frame of the base model:


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UV unwrapping wrong placed parts
I made this santa doll in seperate parts, cause i figured this would be easier with the shape of it. But now all the parts are obviousy loose even though together in 1 mesh group. So when i unwrap them they come out as loose part in the uv, but i prefer them to be the exact shape of the doll, so the texturing would be easy. How do i get this done? All the loose parts are also wrongly places and turned as you can see... This is useless for texturing and will take me a day to figure out.

"This is useless for texturing" only if you're trying to export this UV layout into 2D image and color it in 2d image editor. Other than that there's texture painting in Blender where you can edit currently visible in viewport texture in 2d editor as well. If going with 1 piece then connect all meshes into one

Simple, use Project From View when Unwrapping.


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Pinball flasher dome
I had a topic/ question about a pinball flasher light with some great answers.
Can you do the same trick as in my other question to a dome flasher light you can see in the picture?
I tried it but couldn't figure out how tot make the dome
and the inside pattern.
Thanks

While I see you have got good answers to both of your pinball questions, it is generally better (and generally required) that before asking a question like this that you have at least attempted the problem, so we can help with a specific issue instead of doing the whole thing for you. This allows questions to be asked that will be useful to many people, as the question will focus on a single technique or method that may be applicable in many different projects, instead of a question that is only useful for your project.

Sure will do that the next time.

Note:
This answer is connected to this one so I'll not go into details
  as much.

Final result:

Steps:

Create Sphere and remove bottom half of it.
Add Solidify Modifier and set desired thickness. Apply this modifier.

Select outer side of the object (you can select top vertex and hit Ctrl+NumPad+ couple of times), then hide it H.

From the inner part of the mesh select needed edges and scale them down.

You can make bottom edge even by scaling it 0 on the Z axis.
Alt+H to unhide outer part of the mesh.
Select all and Recalculate Normals.
In Object Mode choose Smooth Shading and Auto Smooth in Data tab.


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Moving instance object moves instances
I'm attempting to make a procedural wall with geometry nodes (Blender v3). When I move the object instanced on the line, the whole wall moves.

Currently my collection only has a single object. I'd think I should be able to move the wall segment without the whole wall also moving.
Why is the whole wall moving when I move my wall segment? Is there a way to prevent it?
File:

It does look like a bug, you can report that Inside Blender going to Help > Report Bug. Found something about the way the collection works HERE but it's not clear about the movement, BUT!! If you click Separate Children and Reset Children, that helps to move the original one.

@Emir considering the separate and reset children seems to do what I want maybe this is the intended way of things?

Probably, but i'm not really sure about that

You need to enable Separate Children and Reset Children.

Instancing works differently with a collection than it does with an object.
A collection has an origin point, which is not tied to the origin points of the objects it contains. All the contained objects will be instanced relatively to the collection's origin point.
If you want to offset globally the collection instance origin point, you can go into the collection properties and tweak these values :

If you look into the collection info node docs you'll see that Separate Children  will output each children as a separate instance as opposed to instancing the whole collection as a unique instance containing multiple meshes grouped into it. You won't notice anything right away in the viewport when enabling it, but each object will be instanced separately.
Then you'll see that Reset Children  will reset the children's unapplied transforms. This means not only the translation, but also the scale and the rotation so do keep that in mind when resetting the children : It discards all unapplied transforms.

out of curiosity is there a easy method for creating little gifs? I'm assuming screen capture and then convert to gif with some tool, but maybe there is a single tool?

@depperm I personaly use ScreenToGif because that's the first one I've tested and it's really simple to use it but there are a lot of alternatives : https://alternativeto.net/software/screentogif/ most are free, some are even open source


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Orientation perpendicular to Edge

I have got a mesh that's converted from curve. It has only edges. I need to successively orient one of the objects in the scene to the direction pointed by the blue arrow in the illustration above (perpendicular to the edge and in the direction of the normal of the hypothetical face, formed by the planar vertices). How do I calculate the orientation using python?

Could you please clarify what you mean by ''successively orient one of the objects in the scene"? What is the context of your situation? How and why are you trying to atchieve this? This might help forming a better solution to your problem.

@MartinZ Thanks for your interest. It's an animation. The object (or character, if you will) needs to follow path but with the custom orientation. In the first few frames it will be at e0, then e1 and so on.

You could make an empty follow the curve as a path and then copy it's rotation with a constraint to whatever other object if it does not need to move allong the curve. Would you want a more detailed explanation how to do that?

Actually, follow path constraint does not orient the empty to the edge (or 'segment' in case of the curve) perpendicular. As far as I could see, it applies the rotation value from matrix_world of the curve object to the constrained object. Secondly, follow constraint needs a curve as path. However, I can't use curve, I need a mesh (converted from curve).

It can, if you have enough vertices in the curve and align the objects orientation to the first segment. See this I would offer a solution in more detail in an answer but I still cannot understand the wider context and be sure it would not conflict with something I do not know about your situation. For example I do not know what the edge is for so I don't know why it must be mesh object only. It's hard to guess the whole situation, without more detailed explanation.

@MartinZ Sorry about the abstract problem description. I just wanted to avoid technical jargon, so worded the question this way.
Anyway, one of the reasons I need an edge instead of a curve is: it's much easier to divide the edge given the length than do so a bezier curve (where length calculation is done recursively). I haven't yet found simple APIs to deal with cubic curves in blender. So in many situations, converting a curve to an edge is convenient. Appreciate your help, though.

Mentioning that you are looking for a Python solution would also be useful. These conversations really take a lot of time. This whole effort could have gone into the solution if only the problem was fully described in the first place.

The last sentence ("How do I calculate the orientation using python?") of the question says pretty unambiguously that I am looking for a python solution.

a simple cross product solves your problem:
\begin{equation}
\hat{z}: the \space unit \space vector \space along \space z \space axis\\
\vec{e_\perp}:the \space vector \space perpendicular \space to \space edge \space and \space the \space z \space axis\\
\vec{p_1}:position \space of \space first \space vertex \space in \space world \space coordinates\\
\vec{p_2}:position \space of \space second \space vertex \space in \space world \space coordinates\\
\vec{e_1}:vector \space along \space edge\\
\vec{p_2} - \vec{p_1} = \vec{e_1}\\
\hat{z} \times \vec{e_1} = \vec{e_\perp}\\
\vec{e_1} \times \vec{e_\perp} = \vec{desiredDirection}
\end{equation}
you can use mathutils's Vector library to do this.

Thanks for the answer. I did not say it needs to be perpendicular to z axis. So the cross product with z hat is not necessary. I need the direction perpendicular to the face formed by the planar vertices. I can take the cross product of the vector difference of the two of the three vertices at a time. The problem arises when all three verts are linear. In such case I need to go on till there is a non co-linear vertex. Anyway, I am creating a temporary bmesh face for some other purpose. So just a normal_update of the face followed by face normal gives me the desired direction.

This is not perpendicular to z!. You need a vector perpendicular to edge and in the plane of 'z and edge'. This calculation gives you such vector

Yes, I got your point. But there is no mention of z axis in my question. My requirement is not as you say "a vector perpendicular to edge and in the plane of 'z and edge'". The direction is not dependent on any of the axes x, y or z. I have mentioned clearly that it needs to be aligned to the (not existent or hypothetical) face, which would be formed by the vertices. I reiterate what I said in the comment above: the problem with the cross product of the vector difference of the  coordinates of the adjacent points is the co-linear vertices.

So you should take the normal vector of the face instead of z direction and it would be done!


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Bezier Interpolation

I have a Bezier curve with three shape keys as shown above. All three have the same length. The animation with shape key evaluation time from 0 to 20 (with 'Relative' unchecked) is shown below.

As you can see the curve length changes continuously during the animation. I have tried all the shape key interpolation methods (Bspline, Catmull-Rom etc). But none of them keeps the length intact. Is there a way to ensure the curve length is not modified during the interpolation? In general, it would be great if you could suggest some way to influence the behavior of the shape key interpolation.
There is this question, which I thought had the answer. But it's referring to uniform distribution of points along the curve, so it's not related.

Someone may come along and correct me.. but I think this is impossible with Shape Keys.
Using Shape Keys, whatever the interpolation between vertex positions, the route from one to another is essentially a translation. The route that would preserve inter-vertex length has a large rotational component. The vertices have to travel along an arc around the right (possibly moving) center, not a straight line, or a curve not based on that center.
You could approximate that by using something like @moonboots' solution, and setting up a large number of linearly interpolated shape keys, (ultimately achieving a match by having one shape key per frame).

At the risk of belaboring the point: yes the inflexibility is due to the linear translation from source to destination during the transition. But aren't the different interpolation types supposed give user alternatives to linear translation? I don't think that the "route from one to another" needs to be "essentially a translation". It is translation in the default implementation. But just like the objects the vertices can traverse other trajectories. Just my thoughts... I am learning through these conversations though, so thanks for taking the time :)

I'm with you .. perhaps instead of 'essentially a translation' I should have said something like 'various smoothings of  linear translations through waypoints'.. the point being that no amount of smoothing can approach the rotational route. The rotational route is actually a divergence: a  longer  route than the sum of the linear translation segments. The interpolations will always find a shorter route. We want the interpolation to create corners, not cut them, and the interpolation could never know which corners to create. As always.. open to correction.

Why don't you use a Curve modifier to easily get the effect you want?

Thanks for the answer. Yes, there are other ways to get the same result. However, I had the specific requirement to use shape keys to have this transition. In general, shape keys seem to have a different sort of interpolation than modifiers or transformation. There is for example this somewhat related (unanswered) question (https://blender.stackexchange.com/questions/119966/apply-simple-deform-modifier-as-shape-key), where, maybe, the understanding of shape key interpolation would help.

oh ok, too hard for me then  ;)

I, and many like me learned something from your answer. So thanks :) Here's something nice on the same topic, just in case you haven't seen this already https://www.youtube.com/watch?v=4YY7XBpAeWE

thanks, I must have seen it, but at the beginning, you can directly create a spiral with shift A > Curve > Curve Spirals > Archemedian, I guess it's the Extra Objects addon


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IS this what we could expect best for 200 samples?
I wonder if I'm going to land into the right part of the forum for this thread, appologies if I didn't.
This scene is meant for an eventual animations. I tweaked some parameters to reduce the noise as much as I could and render this view with 200 samples. It took 3:12min. This is the best so far I came up with 5 months of experience with modeling and blender.
I know it's not a regular question for this type of forum but I hope I can count onto your experience to get your point of view. (no pun)
-The main Light is coming though the windows. These are configured in order to avoid caustics.
-I used portals in front of these areas
-Currently using 2 Max bounces
-The exterior light comes from a HDRI with a ''sun'' area cranked up and a Sun lamp that definitely need some tweaks yet.
Question 1:At this point, I'm only wondering if I just have to crank up the samples or if I'm missing something important before boosting render times?
Question 2: Should I consider getting a better HDRI texture or tweaking something about the exterior light to help reducing noises?
Thanks for your input!
Charles

You simply need more samples. 200 is rarely enough. Try 500 with denoising (if you are using version 2.79), or 1000 or more samples.

completely normal for 200 samples.

Thanks for the answer, even though this post as been marked as duplicate, I guess it is still interesting.
I played by the rules to optimize anything I could and I guess I cannot be the only one wondering if now is the actual time to crank up the samples.
(last hope for trying heavy render times)
Thanks for the suggestions! I'll give another try with more samples with an attempt to tweak the ''unforgiving'' denoiser.
Hope this posts helps someone else clarify their doubts before scheduling their Renders.


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Bump Map Acts differently on two different Meshes
Here's a problem that has been puzzling me for months. I took The time to investigate further this time and decided to ask here in case anybody encountered that kind of behavior.
When I'm painting the bump maps on that mesh, trying to create pores, the alpha brush is more likely gonna scrape off the skin instead of digging small holes. The gradient also seems to be very arsh even though it looks smooth on the UV map.

At first I thought simply tuning everything down with a math node (or strenght etc) will dial it back a bit but I'm loosing lots of details.
The next picture is a simple UV sphere on which I used THE EXACT SAME material to show the difference. (Same UV, same settings etc)

So now, the things I have determined and tried
-The brush is correctly configured to work with It
-Cleared ALL the other materials on the mesh
-Tried to unwrap on a better resolution (no difference)
It looks like the dynamic range is crippled someway
See how it digs until it shatters

But this one is smoother

I'll be very happy to hear if anyone has an idea of how this happens.
Thanks.

How are you texture mapping?  Does your mesh have unapplied scale?

-The texture mapping is done by texture painting with ''alpha'' brushes.
-The scale is applied 1,1,1
Very interesting observation here done by Nathan and some troubling outcomes.
I tried, as shown on the picture, to cut a part of the mesh on which I had the problematic bump mapping, scaled it 1/25... Now the bump works as expected. The more I scale it, the smoother the texture.

So YES it seems to work once I scale but the thing is, the model as real life measurements therefore it's not an option for the application.
So what happens probably is the UV texture is too Hi rez for the mesh (2048x2048) when I thought the problem was the opposite. Blender, by resolving the texture, is squishing the pixels down losing the gradient of the texture.
Is this theory right? I always thought you cannot have too many pixels on your uv map but I never thought there was a pixel scale factor to avoid?

Edit: Finally found the solution in an inelegant way. Found out this is a 'not so well' known bug with bump maps and that's why I was so much trying to find out what I was doing wrong...
Simply using a Divide Node seems to reduce the dynamic range that suffers from being map through ''too small'' polygons.

I can now finally continue to create, sorry blender, hope this will never happen again.


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Pen pressure doesn't work in Blender on Ubuntu 18.04
I'm using a XP-PEN deco03 (awesome tablet by the way). It works perfectly in blender when i'm on windows but pressure sensivity isn't transmitted when I'm on Ubuntu.
I've confirmed that it works the way it should in Krita using Ubuntu 18.04 so I don't think it is HW, OS or Driver related.
Anybody got an Idea?
Thanks

Try File/load Factory Settings it should just "work"

No it doesn't. At all.
Was it for making sure a plugin wasn't interfering?
Thanks Anyway

yep, afraid i have nothing else. My Pen(wacom) either works in Linux or not. Seems very odd to have a situation where it works but not completely and only in Blender. It is not going to help but does it working in GIMP and Inkscape in Linux?


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Rigging a character with accessories like belt
I'm trying to rig a character but I have problems with the belt and straps of the bag. Somehow the automatic weight paint (?) does not work properly. I did join the meshes of the character and accessories. I tried rigify (prefered option) and some really basic self made rig. As one solution, I can extrude the belt and straps from the character mesh with the knife tool. That would be fine and it should be working but that's not my prefered workflow. Also even if it works right now, I'm not sure if I would add some accessories in the future for which it will not work. How do I fix my problem? By the way, I do have the problem even without the subdivison modifier.
Basic mesh:

Animated mesh with self made rig:

Close up of my problem:

is the belt part of the character, or its own object?

It's the same mesh. So it is part of the character. The vertices are not linked tho.

Maybe link the vertices then?

As I wrote, which is linking vertices. There should be another solution.
"As one solution, I can extrude the belt and straps from the character mesh with the knife tool. That would be fine and it should be working but that's not my prefered workflow. Also even if it works right now, I'm not sure if I would add some accessories in the future for which it will not work."

it's not correctly weighted, so paint it in Weight Paint mode, or assign these vertices to the vertex groups there are supposed to be part of and remove them from the groups there are not supposed to be part of, there's no reason it could not work. Another solution would be to give its own bones but this should not be necessary. Maybe share your file so that we can give a try (delete the unnecessary parts if you want).

Now I'm using weight paint mode and read into vertex groups. That's a lot of work as I have to repeat it for each character, but I can fix it with both. Thanks.

You can use the data transfer modifer when the belt is a seperate object. Have a look here no need to explain it more: https://www.youtube.com/watch?v=1C7eftpocH0


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rounding selected faces
Hey I created a plane and subdivided it several times till I got a nice grid. Now I want to draw an oasis. I already rounded out the outer shape. I might want to do it several times and I rounded it by hand. Is there an automatic way? I want to repeat it for the middle area now. I will have to do it for a much bigger area soon.
Is there a way to select only the green area? I can get the selection in the UV Editor as the "sand" area is on a yellow colour and the "gras" area is on a green area. Can I get the UV Editor selection to the object editor? Is there another way?

For the selection: I'm now seperating and joining afterwards so I can select the area with "l" afterwards. Still is there another way?

https://www.youtube.com/watch?v=2gZZKYPS8VU#t=6m
Everyone is doing it by hand. Right now I'm using two planes and layering them.

Check out the loop tool plugin, it comes along the with blender.
Just enable and have a try. You seem to have used lot of subdivision, which makes the task a little difficult.

It kinda worked. Overall nice plugin to know. I had to delete the inner part and fill it again with "f". Now I can't subdivide it:
https://i.imgur.com/5nEcxAQ.png
It's also too much vertices. I'm gonna look for another solution. Thanks tho!

As I said, the solution is not working for me and I'm looking for another way to do it. I'm getting close myself, but I don't know if its the proper way to do it, as I'm fairly new to 3d modelling.


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Creating a edge tile with modifiers
I'm trying to create a edge for a wall. I'd like to use modifiers on the straight parts to form the edge. I'm using tilable objects. The edge is 1x1 and the straight parts are 2 units in length. This is how it should look like, which I created by hand:

This is how I tried to replicate it with a SimpleDeform modifier. I also tried a Lattice and the spin tool but did not manage to solve it so far.

I also want to bend the edge this way:

How do I archive this? What modifiers should I use? I'm aware that the edge will get stretched.

I did manage to do it with a Curve modifer and a SimpleDeform (stretch) modifer. But this is not "pixel" perfect. Still open to other suggestions.


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Workflow to to use displacement map for 3d printing

I'm trying to figure out designing a part that would be 3d printed and painted, my goal is to texturize surfaces without modelling each detail that costs a lot of time.
What is the correct workflow to realize pattern like these obtaining an stl for 3d printing?
Thanks in advice.
Enzo

I would sculpt the details using an image texture. Here's a tutorial detailing what I mean: https://youtu.be/Y8IEt-a6AnU


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Any way for Smart UV Project to give more UV real estate to specific faces?
Smart UV Project produces results where each face takes up a proportionate amount of space in the UV map to its space in the full model. There are times when certain parts of the model could use more detail than others, though I'd rather keep them all as a single material. I can control seams in Smart UV Project, but I was wondering if there was any way to allow specific faces to be weighted to take up more room in the UV map than they normally do when using Smart UV Project?


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Moving armature doesn't change transform data in Properties window
I'm trying to animate a tail wagging.  But sometimes (it seems randomly), the data in the Properties window doesn't change along with the movement of the armature.  The result is that when I try to set a keyframe, it has no effect.  The keyframe gets set to the original location of the armature rather than the new location.

You're looking at the object info of entire armature, if you want to see the coordinates of bone change toggle the "N" panel in 3D view

Ohhhh... Thanks!  I'll try again.  I wonder why it sometimes worked this way?

Are you sure you were in pose mode and not in object mode? You should see the values you circled change only when the location of the origin changes

I think I was just confused.  Thanks for the help.


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Exporting UV maps to Gimp
I'm following a tutorial on exporting UV maps to Photoshop.  I only have Gimp, but I figured the principals are the same.  I went to UVs -> Export UV layout.  Then I saved the PNG file to my computer.  Then I went into Gimp and opened the PNG file.  But all I see is an alpha background in the proportions and scale of my UV map.  There is no UV map, no colors, nothing.  Any idea what I'm doing wrong?

Nevermind, I figured it out.  I needed to select the whole UV layout with A before exporting.


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How do I disable Steam Overlay in Blender?
I have blender installed, but NOT part of my Steam library.
While both steam and blender are running, Shift+Tab or Shift+R somehow pulls up the steam overlay on top of blender, and I can't shut it off.
Has anyone else encountered this issue and know how to resolve it?

This can happen if you run Blender from within another application which is run from Steam.
For example, if I'm developing a Unity game with Steam support, it loads the steam libraries and Steam thinks it is "running under Steam". Any sub-process also gets caught by this overzealous intercept.
I fix it by disabling the overlay just for the app I'm developing.

You should be able to got blender in your library -> Right Click -> Properties -> General.  Then uncheck Enable the steam overlay while in-game.  However I tested my blender, which I'm using through steam, and it does not show the overlay when I press shift+tab or shift+r.  I even tried Full screen mode in Blender.

What if I don't have Blender in my library? I installed it separately and never knew before this that you can actually get it from Steam. haha.


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Is it possible to move the mesh/armature data from one model to a slightly different one?
I'm new to modeling in general and I have been searching for ways of solving my issue, without much success.
I have a model, which was fixed up and reduced (decimated/removed unneeded vertices, edges, faces) but in the process lost all of the shape key, vertex group, modifiers, and armature data. In essence, it is now just the meshes with the textures applied.
I was able to use Append to bring in the original model's Armature, and I parented the meshes to that, as it was done on the original, but I am unable to do anything with it as the meshes still lack all of the other data.
I have attempted to use functionality such as Transfer Shape Key, but these do not work as the mesh has changed (vertex count is no longer the same).
I can remake all of the Shape Keys by hand, I am willing to figure that out and work on it, but I am wondering if there is any way that I can copy the other data, such as vertex groups and such so that I can have the model fully rigged as it once was. I want to be able to pose the model, along with setting up shape keys again.
This is a model that is meant for a game, VRChat, and I am doing all of this to make it a game-ready model. Apologies if this question is a bit misplaced.

You can use a data transfer, using either the operator (ctrl shift T) or the modifier (see modifiers tab).

@lemon I just tried using CTRL+SHIFT+T and that did seem to copy the vertex groups. However, when I add the armature by selecting my mesh, then shift clicking the armature, then pressing CTRL+P and selecting "With Automatic Weights" it says the heatmap is off or something and still doesn't move the mesh in Pose Mode. Any more tips?

Ah, actually, it seems that although it copied the Vertex groups, they make no change when using select/deselect in Edit Mode.


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Can I use the NLA editor to have one Animation "Dampen" Another?
so i had this idea... and i'm beginning to think it is not actually do-able?
A:
let's say i have an animation, of a limb/arm/tail/tentacle waving.  i later decide it is waving too much.  instead of mucking around in each bone's rotation graphs...  what if i combine it with a second animation, where all the pertinent bones are keyframed for ZERO animation?
i could then blend the two together, in whatever proportion i find aesthetically pleasing or fitting for the job at hand.
after banging my head against the NLA editor (i cannot find any tutorials/explanations on how to work this thing, aside from stringing animations together one after the other.)... i got a test scenario to work.  the bone i keyframed to zero in the second action damped that bone in the first action.  however, ALL THE BONES in the first action had their animations damped.
i believe this has to do with me telling it to blend 50%?  so it just... turned everything down 50%?
B:
let's say i have an action of a dolphin doing a barrel roll.  and i also have one of a dolphin doing a backflip.  i tried using the NLA editor to combine these into a spinner dolphin backflip, but of course, the positioning keyframes of the barrel roll messed with the positioning keyframes of the backflip.
if i create a new action where i ONLY keyframe the, say Y-axis rotation (euler) of the dolphin's root bone, could i then use the NLA editor to blend it with the X and Z rotations of the other action (as well as all the other body parts).
OR... do i need to surgically implant the Y-rotation keyframes from one action to another?
how do you even control the NLA blending?  i tried various iterations of add, subtract, multiply... i finally ended up with my head crushed. (well, the head of my animated character.)

oh my gosh!! I have a 45 minute tutorial showing how to do this and I didn't upload it this weekend! Please remind me to do it so, tomorrow! Basically: keyframe the arm movement and make it an NLA clip. On the clip properties set the blending mode to ADD. Do not keyframe the COG (center of gravity or main parent of all hierarchy). Just key (record) the movement in the Y or X roll as you want in your bone. All right, the upper top most track will ALWAYS be your keyframe animation that comes from the current ACTION Editor.

and once you have finished creating an action on the action editor or dopesheet, name the ACTION, and that will be the name of the upper top NLA track. Now, convert it into an NLA clip by pushing it down. You need to understand that everything that is on the NLA dominates the playback. Not the regular timeline, but the NLA TIMELINE. There for you need to create clips and combine them. Keyframe animation can override empty keyframe channels on NLA clips, not on keyframed ones. You need to do all that in blender 2.8

I am going to sleep. I really would like to help you on this one. As I struggled myself and made it work in the end.


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Cycles Render vs Baked Texture... Not Even Close
i don't get this.
so here's my object, in 'preview render' mode.  you can see it is almost totally washed out with light.  YET, when i bake the texture, i always get a muddy middle-toned colour all over the surface.

why does the bake texture not resemble the render preview?  (i was told they will 'never be the same' but this is... QUITE different, and i can't seem to lighten up the bake.)
i have one sun light in the scene, straight overhead.
i set the world background colour to white.
i then added a sphere around the objects and set it to emissive, to try to get an ambient light all around.
is it possible the emissive sphere is casting a shadow on the object?  is there a toggle that makes it not cast shadows in the render?  or something?
also, i was reading that cycles render doesn't recognize hemisphere lamps, and just treats them as sun lamps.  is that still even the case??
in my image, i have posted my material (it is super basic), render settings, world settings, sun lamp settings...  what am i doing wrong?  am i missing something?

Please share your blend file so that I can take a look at it? You can do this by uploading the blend file on this site - https://blend-exchange.giantcowfilms.com and copy + pasting the generated url here.


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Does anyone know how to fix the eyes while soft body effect is applyed?
Thank you for your time.
A problem has occurred  with the eyes of my character, after I apply a SoftBody effect sometimes the eyes go out of his head.
While the normal walk animation the eyes do what they should be doing.
After a few tinkering and playing around with the soft body settings they all make the eyes go wonkey at times.
The eyes are there own objects, and boned to the mesh.
I hope someone knows how to fix this, I am new to blender and mostly of the time I don't know what I am doing ^^;

For everyone stuck with this problem.
The main issue is the Mass, Blender extends the vertex group so the jiggle effect affects the head which causes the head to also have this slight jiggle.
While the eyes are locked in place by the bones.
The Speed, should be on 1.000 it makes the belly jiggle slower but also the affected head.
By changing my soft body settings like in the picture below I have solved this issue, and turned off the soft body edges.

I hope this answer will help for those who have this issue.


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Lettering on Blender - PBR Material
I would like to know why the material stays in the edges of the object. I first converted the text from the blender to the curve and then converted it to an object, I took the UV map in several ways to try to soften these breaks but still this problem continues, could anyone tell me how I can do this?

I know that if you change the Image Texture's 2DTexture Method (3rd drop-down button on the Image Texture Node) to Box, you get a Blend option that will blend together the edges of the box. This may work for your letter or not, thus me not posting this as an answer.


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How do you get a low poly exterior from a high poly model?
I imported an obj model of a truck made by someone else in a different 3D program but it is outrageously huge; it exceeds 2 GB and none of the vertices are connected together so I can't use the 'L' key in edit mode to select connected vertices. I also tried using decimate and limited dissolve but both of them made the object unrecognizable and weird. Is there any way to just get the exterior of the truck (without using decimate/limited dissolve) without remaking it entirely? The other person made the file using Catia so I'm not sure how the export settings for that program would work. I tried manually removing and combining the vertices in edit mode, but it almost always crashes my program since it lags a lot.

Solution 1 - Shrinkwrap
You might have some success with the Shrinkwrap-Modifier. Create a cube that completely surounds your high-poly object, apply it's scale, subdivide it a couple of times to give the modifier some vertices to work with, and then use the Shrinkwrap modifier on it with the high poly truck as the target. The modifier should wrap your cube around the outer surface of the truck. When you're happy with the result, apply the modifier.
Solution 2 - Manual Retopology
The Shrinkwrap modifier doesn't give you very much control over the result. So even though you're looking for an answer that doesn't require you to model the truck a second time, that might be the best solution.
Use either the result of the shrink-wrap or the original truck model to model a very low-poly version of the truck over the existing base. This process also works if your viewport is lagging due to the huge number of polygons involved - you can simply delete the parts of the truck you're currently not working on to reduce the strain on your hardware, and re-import the full truck once you're ready to work on a part you've deleted.
Make the low-poly model it slightly bigger than the underlying high-poly geometry (or you might want to use Snap to Faces to stay as close to the original surface as possible). Once you have that, you can bake the details of the high-poly model into normal maps for your low-poly model, which should give good results even when you've drastically reduced the number of vertices.
For mesh retopology, I found the LoopTools and F2 addons very valuable. They should come with Blender, you just need to activate them. F2 especially helps you fill in faces when you have surounding geometry that helps guide the fill in process; it works wonders on well-modelled quads and speeds up your retopology process. I'm doing retopology in two ways: Either "Top down", which means I'm surouding the target with very large blocks and then use the loop tools to progressively get closer to the high-poly mesh, or "bottom up", where I start modelling with a loop of single quads and then extrude to finally cover the whole model. Which way I go depends on the underlying geometry; if it's fairly simple, I found the top down approach was quicker.

i had models like that too before i was able to create my own projects... here's how i made most of them usable...
to connect the vertices, simply select the coplete object in edit mode. then hit OBJECT/VERTICES/REMOVE DOUBLE.
to reduce the size (# of vertices), switch to OBJECT MODE, go to MODIFIERS and select DECIMATE. there choose for UNSUBDIVIDE if the model is created mainly in quads. change the ITERATIONS value until the model still looks acceptable and hit APPLY.
if the model is created in tri's, choose for COLLAPSE and change the RATIO value (in OBJECT MODE) until the model still looks acceptable and hit APPLY.
hope this helps

welcome to the site. Instead of "shouting" the buttons and menu items in all caps, the preferred method is italics like this: Object > Vertices > Remove Doubles. More info in our style guide.


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Registering classes in 2.80
I would like to start developing in the new beta build environment. For that, I want to register classes the new way:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Addons
However, I get the following error:

TypeError: 'type' object is not iterable

Also, when trying
"help(bpy.utils.register_class_factory())" in the inteactive python console, I get:

AttributeError: module 'bpy.utils' has no attribute 'register_class_factory'

Some simplified code I am "working" on right now:
import bpy

class MakeProxy(bpy.types.Operator):
    bl_idname = "OBJECT_OT_object_make_proxy"
    bl_label = "mProxy"

    "more code"

classes = (
    MakeProxy
    )

register, unregister = bpy.utils.register_classes_factory(classes)

What am I missing? Thank you!

import bpy

class OBJECT_OT_object_make_proxy(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.make_proxy"
    bl_label = "Make Proxy"

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

    def execute(self, context):
        pass # More code here
        return {'FINISHED'}

classes = (
            OBJECT_OT_object_make_proxy,

          )

register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()

This works.
I do not understand what they mean to say about the new naming conventions here. Browsing the web it seems I am not the only one.
It says:

This constraint applies to the bl_idname of each class (or the class
  name which uses it if no bl_idname is defined in the class).
These are: UPPER_CASE_{SEPARATOR}_mixed_case, in the case of a menu
  the regular expression is:

[A-Z][A-Z0-9_]*MT[A-Za-z0-9_]+

The separator for each class is listed below:

Header -> HT
    Menu -> MT
    Operator -> OT
    Panel -> PT
    UIList -> UL

Valid Examples:

OBJECT_OT_fancy_tool
    SOME_HEADER_HT_my_header
    PANEL123_PT_myPanel (lower case is preferred but mixed case is supported).

At the time of writing this, names that don't conform to this
  convention will produce a warning on startup. Eventually we will make
  this into an error, eg:
Warning: 'Oscurart Files Tools' doesn't contain 'PT' with prefix &
  suffix Warning: 'Oscurart Overrides' doesn't contain 'PT' with
  prefix & suffix Warning: 'Oscurart Animation Tools' doesn't contain
  'PT' with prefix & suffix

So this might mean that the bl_idname should actually be
something like "object.MY_ADDON_OT_some_object_operator"
It still requires a '.' to be there so object.OBJECT_OT_something_something does not seem to make much sense to me. Let's make this a new question as well, maybe someone else knows.

Okay, although I dont yet onehundred percent understand why it works, it does not throw any errors on compilation anymore. I am hoping for more clarification in the other question.
However: I am not able to call my function from the "spacebar - search - window", as I was able to in 2.79. Any thoughts on that, maybe? Please? :)

The way I understand it, what was wrong in your script were two things: bl_idname requires a '.' character to be in it, and the arguement for bpy.utils.register_classes_factory() needs to be iterable, so you need a comma after the value you assign to it or to make it a list first you could do classes = list() followed by classes.append(some_single_class) if you wanted a list with a single element. If you search for what you have in bl_label while poll() returns true, you should find the operator with the search.

Yes, you are right, I just copied your exact script, rather than just trying to fix mine and yours works. So I am doing something wrong, obviously. Thank you so much for your time!


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Blender 2.80 where is the "interactive code panel" gone?
For a lack of a better term, please look at the following image.
I have been trying to drag around 2.80 like a maniac, was it moved somewhere else?

It's just that the "Info" editor isn't opened here by default. To get it back, simply open it somewhere else:

No worries, it happens to everyone. x)


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cant select any object in blender (not even in a new file)
I don't remember everything I did, but I do remember trying to delete my lamp and I couldn't select it. I tried moving an object around on the map but I couldn't even select it. the A key still select everything. I can still move things around when an object is already selected. so what I did is I gave up on that project and created a new one. I deleted the cube and added a plane. I went to edit mode and tried deleting the vertices. I couldn't even select it. does anyone know what I did or whats going on? I'm using Vr. 2.78.

This question is not clear. If you could delete the Cube then you could select it. If you could go into Edit Mode with the Plane then you could select it.

Possibly related : https://blender.stackexchange.com/a/101969/29586

when you start a new project the cube is already selected for you.

sounds like a strange keybind or something.  Maybe restore to defaults and try again w/ a new project?


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How do I roll a tube on itself down the sides?
I'm trying to model an object where the 2D tube shape it rolled up along the sides, similarly to how you roll your sleeves up

Possible duplicate of Reduce Curve Deformation

You could start with a plane and delete one side.

Then add a Subsurf modifier to make the curl smooth. Add a Cast modifier driven by an empty. Then a screw modifier to wrap the distorted edge around into a tube.

Create a Bezier curve. Open edit mode, rotate it by 90 degrees in Y and 90 degrees in Z by, offset it in X direction, add a screw modifier and edit it from front view. You can add a solidify modifier afterwards.
The cool thing about bezier curves is that they are a bit more flexible than regular polygons.


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How to get transparent glass option under film?
I saw a response to the question
 "Render Glass like materials with Alpha Channel to composite in external app" that you can check a transparent glass option under film to make the background image visible through the object
But I dont seem to have that option. I'm using v2.79 and cycles. This is what i see

It is very clearly stated at the beginning of the linked answer.

I see that now Ramos. Thank you for responding

Quote from linked answer:

Newer builds of Cycles (post 2.79, currently available from the buildbot) include a native functionality for this

The functionality is not included in 2.79, but in builds made after the official 2.79 release.
If you're feeling adventurous, those builds can be found at https://builder.blender.org/download/
Note! Using non-released builds may corrupt your .blend-files and may also cause them to not work with officially released builds.


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How to remove ridges from mesh?
There seems to be some ridges protruding from the corners that I beveled when subdividing. The beveled edge is at an angle so I not sure if that's the problem with the mesh.I know this is a simple fix but my skills is still very primitive.
Link to file: http://pasteall.org/blend/index.php?id=50371

After adding loop cuts ridges are still visible

https://blender.stackexchange.com/questions/25984/the-subdivision-modifier-keeps-causing-my-models-to-warp-inside-of-itself

Also see: https://blender.stackexchange.com/a/95/26720

I Insetting the top and bottom surfaces as a whole
CtrlR Putting holding loops into the thin sides
K with C and Z Orthogonally cutting an extra loop through the piece,  back from the curved end

probably does enough, here, depending on how much you want to keep the flat slopes on the profile, etc.


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How to remove webbing from curved mesh?
How do I remove the webbing/  starlacc pit from the mesh after subdividing..

what's happening and what you want is not clear, perhaps share your file

@moonboots

Actually you've filled the bottom and top edges with a simple F (fill), but as the shape is round it goes bad because the center of the whole face is out of this semi-circular shape. So you should keep quads:

Select those faces and press X (delete) > Faces.
Now select all these vertices except the extreme right and left ones.
Press W > Bridge Edge Loops. It will fill the gap between the edges.
Then finish the process, select the extreme right vertices and press F. Same for the extreme left vertices.
Do the exact same process for the opposite edge.


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Problem with leaves in import of tree fbx
I'm using Blender for a masters research project and am new enough to it. It's a great tool! I've imported an fbx model of a tree (using Cycles Render) but the leaves aren't rendering properly - they appear as rectangles rather than leaf shapes. The leaf textures all seem to be there. There's some problem with the alpha channel possibly, but I can't figure it out. Importing the fbx into unreal works fine (it renders correctly).
Any help figuring this out would be greatly appreciated! I've tried everything I know to fix it without success. The fbx can be downloaded from here https://developer.nvidia.com/orca/speedtree. I've tried a couple of trees. It's mainly the Red Maple Young high poly one I've been trying to get working.
Here's a screenshot of my rendered image

Maria

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


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Understanding Blender Scale
I've opened up the default scene in blender and from what I understand 1 Blender Unit is equivalent to 1 meter.
Now I exported a cube where I had the scale set to 0.025 on all axis. 0.025 is roughly equivalent to 1 inch. However when I imported this into scenekit via XCode and placed it into a scene it was twice the size of an equivalent Cube I created directly in XCode to match the same scale. The XCode generated cube was appearing at 1 inch (using some AR functionality here to verify the measurements)
Having toggled some scale menus in Blender to show units I can see that my 0.025 scale in blender is actually equivalent to 5cm or roughly 2 inches

If I used the dimensions window to explicitly set my dimensions to be 1 inch, it returns 0.013 as the scale (validating to me that it is double the size).
Being quite new to Blender I'm not sure how the scaling is meant to work. Can someone explain to me what's going on here?

Ah, whaddya know the initial dimension of the cube in blender is 2 - I was assuming it was 1 hence the need to halve the scale again

Generally when scaling object in Object mode make sure to apply scale (Object mode > Ctrl+A > Scale), but it might not be enough. When exporting it might depend on the application which is used for import as they tend to understand units differently. Related - https://blender.stackexchange.com/questions/7503/scale-settings-for-exporting-to-stl-for-3d-printing.

Blender 2.8 Working 3d printer slicing settings
A) Scene Unit
   Unit System "Metric"
   Unit Scale > 1
   Length Milimeters
B) Exporting stl in millimeters :
In "Blender File View" > Transform > Scale 1000


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How would I make an object transparent where light is not touching it?
How would I make an object transparent where light is not diffused off of it (in diffuse shader)? I have no idea how I would do this. I am using Cycles.

hey! what you need is the Light Path Node: https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/light_path.html look into it on YouTube. sorry i can't help you better right now (working).

Ok. How would I use that to do what I want? I cant find anything

try this: https://www.youtube.com/watch?v=MTFxyNzI5EE

I watched it, but I still cant figure out how I would use it to make the unlit side of my object transparent...


text:
Connect 4 objects with rigid body constraint?
I have a simple question. If I have 2 empties connecting two objects each using rigid body constraints, how could I connect both of these empties? Or how would I make 4 objects connect at one point using rigid body constraint?

I have a similar setup with multiple hinges. and I got it all to work properly except there is A LOT of play at the actual pivot points. Like rubber or something. The faster the object moves the more play there is in the joint.
This seems to be a real problem because I have used the exact setup in blender and unity with the same results. I can't find anything anywhere online about this rubbery pivots problem. I've tried making the mass of the objects 0. It had little effect, but it did help. The only thing I can think of is you can't have multiple pivots working on each other.
The way I did it was following this tut.
step by step description on how to connect two objects with a hinge constraint
Again, I think, hinge joints are useless in this case. Sure would be nice if the joints were actually rigid.

You can use a spring-type constraint to create a hinge (with angle and position limits) with, well, springiness.  Or if you want something approaching actual rigidity, you can use a fixed-type constraint.


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Ragdoll armature
I have an armature rig for a horse, and I want to know how I would create ragdoll physics on the armature, so that I could have a ragdoll horse. What should I do?

Is this for use in blender, the bge, or something else like unreal engine?

I'm using it in blender.

Anybody? I have no idea what to do and the tutorials I watched made no sense


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array modifier and parenting
when I make lets say 3 cubes with the array modifier, apply and then separate in edit-mode I  have 3 cubes that behave differently in a parent child relation than when create the cubes otherwise (by adding or duplicating).
The array cubes in a parent relation do not edit simultaneously in editmode, while the ones created by adding or duplicating and put in a parent-child relation, do edit simultaneous in editmode.
Does the applied array modifier have an effect on the meshes later on when put in a parent-child relation? Or am I missing a setting somewhere?
Thx in advance!

If you want to perform edits to duplicated objects simultaneously, then you want to create "linked duplicates" (ALT + D).
Modifiers and parenting are distinct, unrelated functions.


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Trying to create a roof with curved intersecting parts
I am in the process of learning on how to work with Blender, with great advances. Still, I face myself being stuck on working with more complex stuff from my point of view, due to lack of experience.
I would like to know how I can create these intersecting areas of the different roof parts that are also curved a bit. I am struggling on how to approach this without doing this vertex bx vertex. Any ideas or suggestions?

You may want to look into Subsurf Modifier, and subdivision surface modelling

Thanks, I acutally also came to the same conclusion and used the bevel modifier on the connecting edge, after I manually connected both roofs. Still struggling with bevelling a bit, as I need to make the faces on both sides pretty much to the same size, to have the same effect on both sides of the connection.

Duartes answer can be put in the answered section. Thanks!


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Exporting a PNG file and creating a flat object which looks like the texture
I am a complete beginner at blender so this question may sound very trivial to someone, please don't judge.
I imported a png file to into blender and basically what I want is to create a 2D object which has texture and form of the logo of the png file. Right now I have a black square object where the logo is laoded onto, but I want to remove everything black from the 2D Plane except the logo itself if you get what I mean. Does anyone know how I can do that ?
Or in other words, I want to create a flat Object which has the form of the logo of my texture, so I can export it into a Obj file and render it in my program.
I don't want to go into thousands of tutorials because I won't use blender for anything else after that.

"so I can export it into a Obj file and render it in my program" If you are going to export to OBJ then all texture work will most likely be lost, exporting just a plane seems pointless. If you don't want to invest the time to learn Blender and just want someone to do it for you there's a job section over at Blender Artists Forum

I suggest adding some images to your question to explain what you mean.


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Saving intermediate stages during rendering
I am using cycles and progressive rendering.
What I need to do is save all the images coming from intermediate stages.
For example, I set the sample number to 500 and what I need to get is having 500 images with more and more samples used. Is it possible?
I am new to blender. Sorry if I am asking for a very simple thing.
Best,
Krzysztof

Unfortunately, it's not possible to automatically save multiple stages of the progressive render. The nearest you can get to this is to render multiple images with a small number of samples and then combine them to produce a result - similar to the progressive render.
To achieve this you need each 'frame' to be rendered with different 'seed' setting. The 'seed' is the source of the 'noise' in the render. Different seeds produce different noise and when these are combined it results in the noise effectively cancelling out. The seed for the render is available in the Sampling render properties. Alongside the Seed value is a clock icon - clicking this will use the frame number as the seed and this will result in a different seed being used per frame.

As an example, here are multiple frames rendered with 1 sample each, each with a different seed :

Combining multiple images is most easily achieved using tools outside Blender - such as ImageMagick. To combine multiple images using ImageMagick you can use the following command line :
magick convert *png -average result.png

This produces the following result :

To produce the 'progressive' result (multiple images at different stages) you would simply combine fewer images for each 'earlier' stage in the process (for example, images 1-20, images 1-40, images 1-60, etc. for progressively more detail).
Note, however, that better results will be produced from the 'actual' progressive render due to losses resulting in each individual frame - for example, values outside the 0.0 to 1.0 normal range are not stored in individual PNG renders. This will result in the loss of some details such as caustics.

Actually, the solution you mentioned, was the first thing I tried to do.
Unfortunately, the results are not satisfactory enough because of the reason you mentioned, some values are simply clamped. I tried to render many images with just one sample and then average them (this the step I am interested in).
Another reason is also the fact that this animated seed works only for secondary rays, what means that with every frame, primary rays are shoot from the same location within the pixel (there is no jittering when you render with just one sample), which results in horrible aliasing.


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Blender linear RGB to sRGB conversion
Does anybody knows what operation Blender does when it saves the image to .png file?
I am interested in an exact formula, it might be also the source code.
What I found in source till now is RGB->sRGB conversion code but for viewport not final rendering.
I am interesting in the subject since I wanted to render images in exr and then convert them to PNG using python script. After conversion by hand i have slight different results then Blender provides natively. I wonder where this difference come from. I need to be precise since I am going to use this data as training for neural networks so I have to be precise as possible and eliminate all possible problems beforehand.
This is the code I use for conversion in python:
def RGB2sRGB2(RGBArray):
    new_rgb = RGBArray
    higher = (new_rgb > 0.0031308)
    lower = (new_rgb <= 0.0031308)
    new_rgb[higher] = (pow(new_rgb[higher], (1.0 / 2.4))) * 1.055 - 0.055
    new_rgb[lower] = 12.92 * new_rgb[lower]
    return new_rgb

Here I post my images (native blender .png file; conversion from .exr; difference map - each blue pixel means that difference is equal 1 in range 0-255):

If you select default, the transform will be the sRGB OETF as applied via OCIO. If you select any of the other view transforms such as Filmic, it's an entirely different dynamic range and transfer function.
The discrepancies you are seeing may be a byproduct of the LUT approach, but I'm not sure.
Converting a scene referred EXR to a display referred PNG isn't quite as simple as using the sRGB OETF however, and YMMV depending on your needs.


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Using two different mesh with curve/array modifiers in one nurbs curve?
I am trying to create a road network with different meshes.
What I want to do is to change the mesh of those inside the red box in the image below to a different mesh(like bridge). Any ideas how to do this? I was thinking of splitting the nurbs curve into two and make 2 meshes using the 2 splitted and separated mesh. But it won't connect properly since its using 2 curves.

What I want is something like this

You could probably have multiple smaller segments of road array, instead of one continuous one, maintaining the curve modifier, and manually move them along the Y axis. Then have multiple separate bridge segments and do the same, while maintaining an untouched continuous curve.


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Read value from an fcurve at specific frames
I need to get the values from an fcurve at specific frames using a script.These frames do not necessarily have keys on them.
Lets say I have an object selected and I need to retrieve the y position at frame 7. (I am not a python coder, this is to be used in conjunction with the Animation Nodes addon.)
Is it possible?
Thanks!
Sahin

I think this will do what you're asking:
object.animation_data.action.fcurves[1].evaluate(7)

In this example, fcurves1 would access the Y location curve in the collection of fcurves belonging to 'object'. And the Evaluate function will return the value of fcurves1 at frame 7.
This question has a more thorough answer.

Since the answer linked can D.actions['CubeAction'].fcurves.find("scale", index=1) to find the y scale fcurve for instance.


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Grease Pencil Fill Bucket Tool Functionality with Python Script
Is it possible to get a similar functionality to the Fill Bucket tool in Grease Pencil with Python? I am developing an add on to automatically matte out Grease Pencil drawings. I need to be able to fill in grease pencil shapes with python commands, similar to if I were using the Fill Bucket Tool.
Any help would be awesome!

Isn't this the same as your other question? https://blender.stackexchange.com/questions/148925/filling-in-grease-pencil-shapes-via-python-script

In a way, yes. Wanted explain the question a bit better, and find out if the functionality even exists.

If you need to make an amendment to a question you should use the [edit] link below it instead of asking it again. I suggest either making the two questions more distinctly different or deleting one. Thanks.


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How to make a window brighter without changing light of other objects in the room?
How to make window area brighter (almost white) without changing the light of other objects inside the room? My work:

I'm using HDRI

Hi. Please use the built-in image upload to imgur if you want to add images to your question. Images on other services tend to "vanish" over time, rendering your question and possible answers useless to people who search for answers to the same question.


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Noob camera view problem
When in camera view you have a rectangle that you view from and everything else around is kinda greyed out , well in my camera view the right side edge is cut off , i cant see it even if i move the camera or change focal length,I don’t know what I did or how to change it back...

You most probably have "Lock Camera to View" enabled, under "Properties" (key N) > "View" > "Lock Camera to View" (uncheck it). Yo ucan enter/leave the camera perspective with "Numpad 0", no matter if locked to view or not.

I voted this question down because I consider it to be not showing any research effort. Shift+middle mouse button drag will resolve the issue, if not, hit n, ant find and untick 'Lock Camera to View' in the panel on the right of the 3d view. The basics will be extremely hard to learn by asking online about them. I would reccommend watching some basic tutorials(on Youtube for example) and getting to know the basic functions on your own.

If you're on a Mac and using a trackpad, use Shift+two-finger scroll instead. No need for a three-button mouse.

Also, screenshots are generally better than pictures of your screen, unless you can't take them for some reason (e.g. your computer won't boot). Looks like you're on a Mac, try ⇧⌘4, then Space. (:

Lock camera to view wasn’t checked... I tried shift+middle mouse button, i was playing with all camera settings to see what they did and after a while I noticed that I had a cut screen but thanks for the help, I just closed blender and reopened it and it was back to normal... not sure what i did it working fine now... thanks again for the quick replies...

Try sliding over using the Shift key and the touch pad ( assuming that you don’t have a mouse)