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Is it normal for Blender to use so much memory when I have a graphics card?

I feel like my pc should be using my graphics card more when I'm editing and rendering but it will only use up to 7% of it when it renders. Is there a way to make my pc use more?

Is blender configured to be using your gpu?

I already went to Settings > Display > Graphics Settings and set graphics preference for Blender to high performance if that's what you're asking.

No, you have to actually set blender to use your gpu, if are using cycles. I’m not sure about eevee

Ok I figured it out. I had already set it up to use my gpu and it was just not in the Rendering view. However, Blender was still using so much memory for some reason. Normally I restart my pc when it starts using so much to refresh it. There might be some other way to stop that entirely.

Blender will never use only your GPU, there are many tasks that remain for the CPU, system RAM and local storage to perform. If you have set Blender's Cycles Rendering Device setting, and set your render engine to use your GPU, then it should use the GPU when it can. That's about it.


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Weird effect whislt applying imperfections

I was trying to make a bottle for a project and decided to add some pretty basic imperfections. I tried some maps and then with a musgrave texture but the result is the same. Any ideas on why this is happening and how I can fix it?

are you talking about the triangulation effect? maybe check into Object Data > Geometry > click on Clear Custom Split Normals Data?

@moonboots Yes, I have checked but I since I didint add any of those, I cannot remove any, only add.

I'm not sure what you mean, could you please share your file? https://pasteall.org/blend/

It also can be Z-fighting. Are you sure you don't have an extra object visible in Render (may be hidden in viewport)?

@FFeller was right, no idea why but there were 3 bottles in the scene. Deleted 2 and now it works, thank you both!

source: Stack Exchange

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

sort: votes


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Weird boolean artifact
I'm having trouble with the boolean modifier. theres this weird artifact that shows after I have picked the object to cut out the other mesh.

the highlighted is the object that will cut out that plane box underneath.
if I hide that, it shows this.

here are my setting for the boolean modifier

I don't understand why this is showing. I even tried to edit the cylinder to make sure  that it doesn't have overlapping faces. But when I do, the boolean doesn't even work.
please help :'>
heres a close up at the weird artifact.

How about shade Flat?

It looks like you shoud recalculate normals (SHIFT+N).
Also you may need to enable Auto Smooth (in Object Data Properties > Normals) and adjust the angle to improve shading.

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


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Normal Map has yellow artifacts after baking
Hello I am new to blender and trying to create a cave for a game using Blender. When I create a normal map, there are yellow artifacts on it. I have flipped the normals because I want the cave to be seen from the inside. Does anyone have an idea how I can avoid these yellow artifacts?
Thanks a lot

Can you share the file to have a look?

it's mean that the bake is bad, maybe read my answer here: https://blender.stackexchange.com/questions/261669/normals-on-human-bake-displaying-incorrectly

https://blend-exchange.com/b/Sqx2VKeA/ Here is the link for the blender file. Thank you very much :)

Unfortunately, the detailed answer did not help me, because there is only one object in my scene. This caused the error message "No valid selected objects".

If anyone has the same problem: This post (https://blenderartists.org/t/unwrap-a-cave/1177587) has helped me a lot


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How to create a strong shadow without a bright light source?
This is my first post that I have done so I will try my best to explain my problem. Additionally, I am not an expert at lighting but I have a decent amount of knowledge to know the basics.
I am currently working on my FMP at university and have come across a problem with my animated shot. This is the following that I want to achieve in the shot:

Create a shadow for the robot character, so the sunlight in the background is realistic as if it is shining onto the robot and making a shadow.

Avoid using anything bright near the robot and to create a shadow without making my landscape model bright and hard to see the texture/detail.

For those that want to know the lighting for what is currently in the shot. This image labelled with arrows and texts should help.

I was able to experiment with the lighting and the images shown are not what I want.
One has a very bright light source but creates a shadow that I want.

The other has no shadow but does not create a bright light source.

Either one of the other.
I need to make a shadow in the shot without disrupting the brightness of other objects in my movie. I hope this makes sense. :D
Do provide visual images as to what advice you would give. Be great to hear from people this week as my deadline is next week haha.
Thanks for your help and I hope to hear from someone very soon.
If you all thing the image with the lighting showing the shadow is a better option than the original which is without the bright light source and no shadow, let me know. :D
Regards
Luke (Animean)

Shadows often look washed out because of added ambient light. Try reducing or eliminating world background or reducing its intensity.

Also, of course your light won't look like the sun on mars, because you're using a big box and a area light thats like 10 feet from the object its lighting. Light behaves differently when it travels 96 million miles from an insanely bright ball of fire. You can always use hacks but it would make more sense to use a sun lamp and maybe some desert HDRI (maybe tinted orange a bit in Photoshop) to recreate it more faithfully. You'll do yourself a favor by starting closer to the real life equivalent.

Maybe, try to approach this as real planets, make one strong light (a sun) and shine it on your model in just the right angle to make it work. Make the bg not emit light, just be orange (or make a gradient that looks like the bg you have now) and you can get strong shadows I guess.

As mentioned in the comments, a large emitter close to the object will create very diffuse shadows because it's receiving light from a wide angle.
You might try a different World Shader instead.  The Sky Texture simulates a sun in an earth-sky by default.

For what it's worth, it's difficult for me to say what a Martian sky should look like, but if I remember from video games, Mars has something like 2% of the atmospheric density of Earth at the surface, mostly Carbon Dioxide and then a small amount of Nitrogen.

Reduce the specular factor of your light.
This will remove the strong reflections, yet still keep a strong shadow


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paste animatio to model
I downloaded a animation from Mixamo. A walking loop animation.
When i try to copy the animation from the armature to the Model on the right, it fails to work, i tried to change the names of the bones, i also have tried copy&paste a separate animation/keyframes from the right army into the model's right arm.

How did you try to copy the animation? You can't just copy and paste into another model. CG dive has done a series of videos on using Mixamo animations with Blender. Start at video 10 from this series.

My first mistake was trying to use an old Mixamo version: I had to go look up Mixamo for blender 4.2(Mixamo_blender4). On the official website there was only the blender3 version, an old version that did not work for blender4.
In the video you recommended i followed 6:40 and forward and it worked! thank you!

Yes. I think that Mixamo update is from a third-party source not from Adobe and seems to work fine.


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Auto smooth stops working in 3D softwarw
Auto smooth doesn't work when I put my object in my 3D printer's software. The object appears as it did before smoothing it.

Hello and welcome. Smooth shading only affects the visual appearance of the model by adjusting how light interacts with the surface, it does not affect actual geometry. You have to add the subdivisions yourself and apply it.


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Change (rename) original text object in scene after applying dissolve attributes
I'm new to Blender.
I have a scene with a text object (Happy Birthday) in caps, which has dissolve/particles  animation applied.
After all the attributes are applied, I cannot change or rename the original test from Happy Birthday to Kaiju. Only way I've found is to delete and start with new text, which takes a while to apply all the settings.
I'd like to use the same scene and animation for anniversary/bdays, but change names of people.
Any suggestions?
Thank you very much.


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How do I stop a weird zigzag edge on my cube that changes when I move my camera and gets worse when I scale the cube?
I recently started trying to learn blender, and I was going through a basic tutorial, when I noticed my cube's edges weren't really defined. The were made up of tiny zigzags that changed when I moved my camera, but I ignored it. Then when I scaled my cube up a bit they became way more noticeable, and after searching for what this problem was, I couldn't find anything. Help would be much appreciated.

It looks like a much too low value for Clipping Start in the View tab of the viewport's sidepanel.

Thanks Gordon, that worked. For some reason my clipping start was at 0.00001m.

Glitches like that in perspective view are usually caused by low start values, glitches in orthographic view are caused by high end values.


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Not able to export to gltf
I am not able to export my object to gltf. getting some python error. I have used transparent bsdf material, is that causing the issue?
  File "/usr/share/blender/scripts/addons/io_scene_gltf2/__init__.py", line 512, in execute
    from .blender.exp import gltf2_blender_export
  File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_export.py", line 22, in <module>
    from io_scene_gltf2.blender.exp import gltf2_blender_gather
  File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather.py", line 19, in <module>
    from io_scene_gltf2.blender.exp import gltf2_blender_gather_nodes
  File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py", line 24, in <module>
    from io_scene_gltf2.blender.exp import gltf2_blender_gather_mesh
  File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_mesh.py", line 20, in <module>
    from io_scene_gltf2.blender.exp import gltf2_blender_gather_primitives
  File "/usr/share/blender/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_primitives.py", line 17, in <module>
    import numpy as np
ModuleNotFoundError: No module named 'numpy'

location: <unknown location>:-1

```

Most people are able to export GLTF from Blender just fine. You have not provided any information about what or how you are trying to export or any details about the context of the problem. What OS are you using? What Blender version? It says numpy module cannot be found, so there is likely something unusual about how Blender's Python functions. Numpy comes with Python bundled with Blender as far as I know, so there must be something unusual about how Blender and its Python are installed and set up on your system. How did you install Blender? Have you tried portable version?


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How do I fix it so that it doesn't move the tank track when I'm rotating?
I made a base tank for the test which has the problem that if the tank turns, the track or move backward or move forward. Could this be make so that it does not move forward and backward the tank track when rotating the tank?  (I maked the movement of the tank track with the help of Driver.)


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How to prevent automatic video stretching? (Video Editor)
working with the Blender video editor and importing files I took with a phone. Blender's automatically stretching them out to fill the screen, which I don't want. Is there any way to prevent this behavior automatically, rather than manually transforming each inputted video?
Thanks

Select the video strip and choose the appropriate function from this dropdown menu.

You can find the same options while importing the strip, and Blender will remember your last choice.

I'm not seeing that "image" option (this is from when selecting a video strip). What I'm seeing

I'm in 3.1. In 2.93 was under Menu Strip > Image Transform. Anyway you get the options while adding  a new strip.


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I can't figure out these hotkeys
I think some keybind juggling needs to happen but I don't know where to start. (Also, sorry if it's stupid, I'm new and can't find an answer!)
I updated my application (finally) from 2.8something to 3.0something, which is exciting! Problem is, when I try to move my selection without pressing G, it moves the timeline instead of the selection. I tried switching keybinds around but nothing seems to work. Does anyone know an easy fix?
Thanks in advance!

What do you mean "move it without pressing G"? How are you moving it? Are you using the move tool?

Also where is the mouse cursor when you try to 'move' it?

Apologies if I wasn't clear enough, essentially I would not go into the move tool, but just select a vertex in Edit Mode and use the arrow keys to move it in small increments. The mouse cursor is in the 3d viewport when I try to do this.

Actually it doesn't move with arrows if I select the Move Tool either (from the sidebar icon), only if I press G.


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Boolean Not Rendering in Cycles - Blender 3.4
I have a character setup with the "lighting boy studio" boolean based mouth rig. The booleans visibility is connected via driver to some control bones, but the boolean isn't rendering in cycles. It does render in Eevee however. These meshes arent using toon shading, and I've checked on alot of things like shader settings. Here's a screenshot of my render settings.
Another strange thing is that sometimes when I switch modes, like from edit to pose mode the boolean stops rendering in the viewport and i need to switch to pose mode for it to reappear.
System specs:
Processor: 12th Gen Intel(R) Core(TM) i7-12700   2.10 GH
RAM:16GB 3200 MHz DDR4
GPU: NVIDIA® GeForce RTX™ 3060 (LHR); 12 GB
Blend file: https://drive.google.com/file/d/1f8SIwBYt0uaI5lh6MLV6_WbdYeioSbOs/view?usp=share_link

I think you Disabled Boolean modifier in render


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Is there a way to render and export only the horizontal or vertical mesh lines to SVG using Freestyle?
I seem to be able to export the full (square) mesh to SVG using Freestyle, but I ideally only want to export the horizontal OR vertical mesh lines.
Example image of successfully exported square mesh (horizontal AND vertical) plus a diagram explaining my question visually:

I'm looking to achieve something like the following two images and export to SVG in order to add to apparel designs:

Is this possible and is it achievable using Freestyle? I'm a complete noob to Blender by the way.
Any help is very much appreciated.
Thank you.

I'm not sure about the exporting process, but one way that could work for this particular mesh is you can CTRL+ALT+LMB a single edge (it should select perpendicular edges in its row) and then ALT+LMB anywhere nearby will make it select the full length of the  edge loop, effectively selecting all edges in one of the directions. Then you could separate them and export.

Thanks Alex. You're a life saver! I played around with what you suggested (it took me a little while) and by ALT+LMB clicking on a single edge (in edit mode) I could then choose 'Select' > 'Select Loops' > 'Edge Loops' and every corresponding edge in the same direction would then be selected. winner! :)


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Geometry Nodes - when I Join, my Vertex Groups are deleted

What to do in such a case? When I try to use Join and it deletes Vertex Groups for me

Mesh boolean works... I use it here: https://blender.stackexchange.com/questions/274922/assign-vertex-group-in-geometry-nodes-v3-3/275405#275405
I think this means you can delete all geometry where you have vertex groups and the boolean then is fast and yet joints the vertex groups - but then I don't know if you can restore the values, probably

An other reference about "why" : get Vertex Group to survive Geometry Nodes. For "how", see Markus comment.


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projecting the Grid grid onto the model
I want to project a Grid onto my model in geometry nodes. Here I want to rotate the Grid by Z to choose the direction of the bars. I tried to implement it myself, but it didn't work.

Your images are fantastic however, your words seem to be missing some context. The target seems to be a flat, single faced mesh that you want to project to. However, a Model does not necessarily mean it has one face to work with. Likewise, cutting your mesh into strips is different from projecting a grid onto it. If what you're calling a Grid is an intricate tessellation pattern, then this entire question may actually be a very, difficult subdivision problem.


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Is there any way to get Ambient Occlusion in Geometry Nodes?
I want to be able to get Ambient Occlusion like in Shader Graph, but only in geometry nodes

I don't know if there's anything more recent, but Curtis Holt did a YT video about it around 2 years ago.


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Create Bones over multiple Faces
I have a plane I need to create a custom rig for. I need bones at each individual face under 1 armature. Is there a a way to quickly do this?

Select your bone in Edit mode, press ShiftDGX2Enter then ShiftR to repeat. Once you've finished a row on X, select it all and do the same on Y.


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How to make the link to the Group Input Node and the Group Output Node from other Nodes?
Blender 4.1. I can't figure out how to connect the NodeGroupInput's Geometry output to the Bounding Box node's input. When I list the inputs and outputs of the Bounding Box node, and other nodes, I can see them in the log. However, when I try to list the inputs and outputs of the NodeGroupInput and NodeGroupOutput nodes, it seems that they don't have any. Since these nodes start without any by default, I assume this is the issue. I tried creating the attributes, but it's not working...
class OBJECT_OT_EnlargerMachine(bpy.types.Operator):
    bl_idname = "object.enlarger_machine"
    bl_label = "Enlarger Machine"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        # Create a new geometry node group
        node_tree = bpy.data.node_groups.new(type='GeometryNodeTree', name='TempNodeTree')
        nodes = node_tree.nodes
        links = node_tree.links

        # Clear default nodes
        for node in nodes:
            nodes.remove(node)

        # Add nodes
        input_node = nodes.new(type='NodeGroupInput')
        bbox_node = nodes.new(type='GeometryNodeBoundBox')
        join_node = nodes.new(type='GeometryNodeJoinGeometry')
        output_node = nodes.new(type='NodeGroupOutput')

        # Set node locations for better organization
        input_node.location = (0, 0)
        bbox_node.location = (200, 0)
        join_node.location = (400, 0)
        output_node.location = (600, 0)

        # Add sockets to the input and output nodes
        input_node.outputs.new('NodeSocketGeometry', 'Geometry')
        output_node.inputs.new('NodeSocketGeometry', 'Geometry')

        # Link nodes
        links.new(input_node.outputs['Geometry'], bbox_node.inputs['Geometry'])#Doesn't work because NodeGroupInput doesn't have any Geometry output
        links.new(bbox_node.outputs['Bounding Box'], join_node.inputs['Geometry'])#WORK
        links.new(join_node.outputs['Geometry'], output_node.inputs['Geometry'])#Doesn't work because NodeGroupOutput doesn't have any Geometry input
        # Add the node group as a modifier to the active object
        active_obj = context.view_layer.objects.active
        if active_obj:
            modifier = active_obj.modifiers.new(name="EnlargerMachine", type='NODES')
            modifier.node_group = node_tree
        else:
            self.report({'ERROR'}, "No active object selected.")
            return {'CANCELLED'}

        return {'FINISHED'}

How to make the link to the Group Input Node and the Group Output Node since they don't have Inputs nor Outputs?

Look at my answer there: blf module: How to draw text in the center? - I link specifically to the 3rd revision, because in the next I removed the code. More specifically, look at the get_text_centering_offset function. BTW, chatGPT generated code doesn't really add value to the question, IMHO it degrades its quality significantly.

Thanks for your answer.
Denigrate? Low quality? Please, come on XD. Thanks, though.

I don't even read the code when I recognize it's AI-generated, I wish it was clearly marked as such so I wouldn't waste time figuring this. The reason being, AI generated code often doesn't represent the actual problem, you could as well google for your problem and copy-paste the first code snippet you found - it's a hit and miss, could be relevant or not.

Dude, chill. The code was "perfect" enough; so don’t act like that. The only exception was the problem that I clearly established in the title, body, and I even provided code. You immediately recognized the problem and directed me to the right answer. I just don’t understand why that diminished the question in any way, shape, or form. Anyway...thanks, though.

It diminished the question, because it took me some time to parse it and recognize it as chatGPT, the time I could spend elsewhere, simple as that. I am chill.


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Mixamo (using Blender V 3.6) Control Rig - Tweaking Question re Keyframes
I'd like to give a real world example to describe the problem I face.
I have successfully created an action strip in the NLA, and have applied an animation, in this example, a man sitting at a desk writing. I would now like the man to look up instead of down. I enter tweak mode and am able to manipulate the character to lean back and look up.
I go to the next keyframe, he is looking down! I see some fiddly ways to correct this keyframe by keyframe (and element by element eg - spine/neck/head) - but surely there is a way to auto copy all subsequent keyframes - and on all elements - as I amend each subsequent keyframe. I have been able to go through each 'element' and change or copy/paste the correct dimensions - I can't see how I can do this with an e.g. global keyframe... can't find solution on search engines as hard to include the fact I would like to use the control rig from Mixamo.... Hope you can help.

There are many ways for dealing with this situation, some of them:

Use graph editor to manipulate an entire channel curve instead of a single keyframe. You can also use proportional editing in graph editor, to modify a "zone" of influence of the new editing.

Add a new bone, acting as parent of the old one, which can be use to add animation data "on top" of the existing animation.

Use "Layered animation": when a strip is acting on NLA, you can add a new action in the action editor, click on the orangy name of the new action in the NLA, and set its influence blending mode (generally Combine or Replace), and its behaviour when the strip finishes (Hold, Hold forward or Nothing). Be sure to have a complete comprehension of theese two important parameters before animating, because they can be misleading and confusing.

Now you can add some keyframes "on top" of existing animation data, push down the new action when finished, then add as many animation layers as you want.
As example, in the situation you describe for the head, I would add a new action, set it to "Combine" and "Hold", and add a single keyframe to reorient the head for the entire animation.


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Importing a .tak file into Blender
I used an Optitrack system to capture motion and the files saved to my SSD as .tak files, not .bvh. Is there any way I can a) convert these files into .bvh or b) import them directly into Blender?

Are you sure there’s no alternate export option?

I found that OptiTrack has an official Blender addon for live streaming data in, but I don’t see any way to import pre-recorded tak files.

Per OptiTrack documentation, .tak ”Take” files are not exports, rather OptiTrack’s native save format, and it does export to both FBX and BVH as well as other formats.


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Changing Object
yall am trying to find a way to change my mesh the way it looks. I want to change it like the image below.
the edge dark like shadows and whit are the outer edges.
Can anyone direct me to where I can change it its location in the .......
Thanks

I would strongly recommend for future posts you find titles that roughly describe what the question is about to attract more people which might have a solution for your problem - "changing object" is very broad, does not really show why "changing" is an issue to be solved and it's especially not at all what is going on here in the screenshot.

Try turning on Cavity on the Viewport Shading dropdown.

OMG, thank you. I just need it to make a report, since I have memory lose. i would like to rewrite thing down or come back here. Thanks. everyone else also.

That will only show in the viewport of course not in the final render. You'd need to investigate using material shaders if you want it in the final render. If my answer was what you wanted please check it as accepted. Thanks.


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How to make certain bones not affect entire meshes
I am currently rigging a character for the first time but I am having issues rigging it in the way i want.
I created a very simple character with 2 arm, 2 leg, 3 body and 1 head bone. However when i rig the armature to my entire character i run into issue. For example i want the arm to not affect the entire face mesh when moving. I achieved this by creating a seperate bone rig for the arms only but i run into the issue of the arms not following the body bones when rotating the body. Also for example when I try to make my character look up at the sky, all of the face features get distorted when in reality I want the face and face features to move as if you rotated them in object mode. What am i doing wrong?

You need to weight paint your model. Here is a good tutorial for it. But basically what is happening, is the arm bone (for example) has control of your face mesh. You need to remove the weight from the places it doesnt belong. Adding automatic weights is good for a first pass, but you want to tweak it to make it work properly.
https://www.youtube.com/watch?v=Xooago2F8h8&list=PLcaQc6eQjXCxWXmn5jxE_GTOft9ZxChu1&index=10

hello maybe share your file? https://blend-exchange.com/

I think the issue is, that you need a root bone. You can rig your character probably with one armature. Then you create a root bone, and assign it any geometry that is not affected by any other bones. Think of it as the catch-all category. Except it doesnt contain the stuff that is actually rigged, like the arm.
Hope that helps!


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How to make a basic oval shape?
I need a basic oval shape to start and am having a hard time working out how to make an oval in Blender. Any ideas or tips?

Make a circle, select all (A), and scale (S) on X or Y.

Thank you! I now have a 2 dimensional oval shape how can I make it 3 dimensional?

Do the same with a sphere?

You can just create a circle primitive ⇧ Shift + A Add > Mesh > Circle and then scale it in either X direction ⇧ Shift + S or Y direction ⇧ Shift + Y you should have an oval.

Thank you! I followed this and now have a 2 dimensional oval shape how can I make it 3 dimensional?

You can  create a Torus instead SHIFT + A (Mesh > Torus) and scale as previous


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Object created via screw modifier exports empty
I'm just learning the Blender and I've made some progress about the UI,tools,etc. I was working on screw modifier and I've made an object with it.
I've started with a circle and than I've applied screw modifier and wield. and for the final result; Bevel and Subdivision Surface
Here's my result;

At Blender; everything seems good but when I export the model as STL; it seems weird and it's inner faces are visible;

Also in the Slicer program the result is same;

As a summary; my object doesn't behave like a solid object. Inside of it seems empty.
Not sure it's the right way to ask but; How can I fill inside of my object?

Maybe a manifold issue
https://blender.stackexchange.com/questions/7910/what-is-non-manifold-geometry

hello maybe make sure that the faces normals are correctly oriented, in Edit mode select all and Shift N?

thank you for your comments, I've tried Shift N but still same, I've also checked the non-manifold geometry but there's not any non-manifold geometry in my object (When I navigate to "Select > Select All by Trait > Non Manifold") there's nothing to selected. I'm still doing researches hope to finding a solution.

Hello mayb share your file? https://blend-exchange.com/


text:
Where can I find some beginner tutorials that use Version 3.1?
I am interest in learning Blender as a replacement for TinkerCad for 3D printer project modelling.  I have tried any number of beginner tutorials, but they all use an earlier version of Blender, with radically different user interface layouts.  It is very frustrating to have to search through minutia in the help files for 3.1, just to find that the function described in the tutorial that has been moved to an entirely different area.
Any help would be appreciated
TIA,
Frank

If its not related to geometry nodes, 2.80 tutorial would be helpful too

Hello and welcome. Asking for links to resources about X is considered off topic here, asking directly about X is encouraged though. If you can rephrase your question to focus on the specific difficulties you are encountering, rather that point you to some site, please [edit] your post so it can be reopened. As it stands it is not a good fit for this site.

Have you tried Blender Guru's donut tutorials? They're kind of a meme in the community at this point but I think they're a pretty helpful way to get your foot in the door.
Blender 3.0 Beginner Tutorial - Part 1
Blender 2.8 Beginner Tutorial - Part 1


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Blender 3.1.2 M1 chip- Metal- GPU enabled- cycles on but NO CAUSTIC checkbox
According to tutorials with the uplisted settings I should have the opinion to see "caustics" checkboxes under object properties, but there are no caustic boxes.
I use MacBook Air m1 chip with metal, latest blender version. Thanks you if you can help me.

I believe that it only works in CPU mode at this point.

Caustics was in the 3.1 Alpha for Metal but did not make it into the final 3.1 release:
https://developer.blender.org/D13533#381586

thank you Tobias, can I still download 3.1 alpha from blender.org?

I was not able to find it, unfortunately. You might want to try the current 3.2 alpha instead. Though, I’m not sure if the caustics for metal is in there.


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Creating a frame sleeve for an LED lamp in Blender
I am trying to make my granddaughter an LED lamp of the Little Mermaid. I have tried many different things and watched a ton of videos, but I'm just not good enough in Blender to figure out how to do this. I am going to print the Little Mermaid with the first 4 layers being white, and the next x amount of layers black, to show the outline of the mermaid. That's the easy part.
The part I just can't seem to accomplish is to make a frame to put the LED lights in. It will conform to the shape of the mermaid print, and will extend for about 10mm around the perimeter of the white mermaid. There will also be a thin (4mm or so) inner "shelf" around the inside edge of the frame, that the mermaid print will lay on. The print will then be flush with the frame. The frame will be a few inches thick to accommodate the lights, a small controller and give it some depth. This is the print I will be using:

Any help will be greatly appreciated!

I'm sorry, don't mean to be rude - but all the information on how you print the mermaid etc. doesn't help anything for this question. Do I basically get you right, you want to create an object in Blender that has the contour of the mermaid, with a defined thickness for outlining the shape? I guess that depends a lot on which file formats of the mermaid you have available and which software - because I really think the contour is better done in a different propram than Blender.

Yes, that's correct. I am trying to make a contoured case that the mermaid print will fit into. I got the mermaid as a .PNG file, and then converted it to STL. I primarily use Blender and Photoshop, but have also explored other software. Whatever gets the job done! Thank You.


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How can I fix this joining object issue
I've made the body first as an object, and after making the head as a separate object, joined the objects and joined the vertices with bridge edge loops. In sculpting, it seems like this. I can sculpt the both sides, but one is inverted. For example, the sculpt is + in one, and - in the other.

Kindly share the .blend file

https://www.filemail.com/d/plnwybelknaavay

Click on your mesh, press tab < 3 < A < Alt+N < Recalculate outside.
In addition, check your mesh smoothing by right-clicking on the mesh < smooth, and also check your auto normals.

You can also just select all and then push Shift+N  to accomplish the same thing, with the normals.

Thank you so much. How couldn't I think out that.


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How do I tell Blender which bone I want to weight paint?
I need to apply weight paint manually, because the automatic weights method failed. How do I select which bone I want to apply the weight paint to?

There are at least two ways to do this.  The way weight painting connects bones to the mesh is through vertex groups.  The vertex group that has the weights for a bone has the same name as the bone.  So, you can ignore the armature, and simply select the appropriate vertex group in the properties editor.
Or, you can go to object mode, select the armature, shift select the mesh, and enter weight paint mode.  In weight paint mode, you can hold Shift while left clicking on a bone to select that bone.
Here's a cube that I've subdivided into three segments.  There's also an armature that I've parented the cube to with empty groups:

Notice that I've turned on names in the armature's Viewport Display properties.
As you can see from the Cube's Object Data Properties, there is one vertex group for each bone:

In this screen shot I have the top vertex group selected.  If I enter weight paint mode and start painting, I'll be influencing the top bone.  In weight paint mode I can shift between vertex groups by clicking on them in the Vertex Groups panel.
If I want to use the other technique it helps to turn on In Front in the armature's Viewport Display panel.  Here I've shift left clicked on the center bone.  You can see it outlined in blue to indicate I selected it:


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What is "AoMeGl" texture used for?
I found some models that along with the standard color texture has a "AoMeGl" texture. My guess is that each color channel is used for different things, but I'm not sure what as I'm not very experienced with the different types of textures used in 3d modelling. Here is an example of such texture and the model the texture is used for with only the standard color texture (if that helps):

"AoMeGI", from the name, suggests that it encodes three different values in the three, RGB, channels.  Ao, probably associated with the red channel, is most likely ambient occlusion.  Me, likely blue channel, sounds like metallicity.  If Gl is "gee-ell" rather than "gee-ai", I would expect it to be "glow", emission.

@Nathan I'd bet Gl is glossiness (a.k.a. inverted roughness) instead.

@MarkusvonBroady Oh yeah, that's a better idea.

And metallicity is probably green, not blue.  (I dunno why, I just always intuit hue backwards...)


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Is there a right way of animating an armature?
I can think of these two ways of animating an armature:

Moving the whole armature object to create the motion path and then animating the bones to match the motion
Keeping the armature still, but animating bones away from the armature origin to create the motion

I've used both styles in animations, but is there a right option here or are both valid?
The first option does have a downside if you have IKs in your armature where they don't stay in place (relative to world) while you move the whole armature, so making a walking animation can be painful because you have to animate a "counter motion" that for example makes it look like the foot stays on the ground. This is a lot easier in the second option as you can just move the root bone and the IK bones stay still (relative to world) until you move them.

I would say it all depends on the movement the character is supposed to do, for a large walk, make a walk cycle and move the whole armature, for a small walk, move the bones away from origin?

There is no absolutely right or wrong way, it all depends on the motion and you already give examples how in different situations different approaches have pros and cons. As long as you are aware there are different mthods, you should always use the one that feels most suitable for what you try to achieve.


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Is it possible to add music to the timeline while animating?
Basically I want to try to make an animation where a character plays a song on an instrument. Is there a way to get the audio to the timeline so I can listen where the music is going (seeing the waveform also helps)? This is pretty much mandatory so I can time everything correctly while animating. Also begin able to match the grid spacing with the BPM of the song would also be huge help.

@Lutzi When you find something to be a duplicate question, you should vote to close it.

@GordonBrinkmann Which I did.

@Lutzi Yep, sorry I just realised somehow the number of close votes are not shown to me, don't know why.

Hello, SCCCCC, this does seem to be a duplicate question. If the linked answers in the commentary don't work for you, for any reason, just edit your question with reference to them explaining why not, and we'll happily re-open for you.


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Is there a way to combine armatures in a way that doesn't result in duplicate bones?
I have a model that for some reason is arbitrarily broken in two parts and both parts have their own armatures. Both armatures have some bones unique to that armature, but most bones are present in both armatures. I can't use Ctrl + J to combine the armatures, because I'll then have overlapping bones (each of them still control their own part of the mesh even though they are in the same armature). Is there any good way of fixing this without having to redo the entire armature or do some pretty extensive editing to it?

With a script you can merge the bones of the two armatures. Just ignore the bones that already exists... - or delete them, then you can join the armatures with Ctrl+J.


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Howto apply texture to an object
I was generating objects using rock generator and after I was trying to apply a texture....
(used this tutorial https://www.youtube.com/watch?v=r5YNJghc81U)
And it looks weird..... prolly a reason but doesn't look like the texture I selected...
Texture (or a lowered detail one for this forum):

And when applying it to my stone object it looks like this:

Should be an easy fix.... what am I doing wrong here?

If you exactly followed your tutorial, it should work, but only if you have correctly UV unwrapped your mesh.

That is a very poor tutorial for proper UV unwrapping. I'm not surprised it gives those results on a random shaped object like a rock especially one with lots of subdiv and displacement modifiers on it! You'd really need to get the shape of your rock as you want it and then apply all the modifiers before UV unwrapping it. That's really outside the remit of this Q&A forum.

I'm trying to create rocks for an old game, so detail and low polycount is prefered. But seems hard to put a simple texture on an object........ is it 2022 or 1996?

please pack the image and share your file so that we see where's the problem

Umm I'm new to blender....... how do I pack an image?

https://lasseedsvik.se/random/stones.blend

File > External Data > Pack Resources. Then see this for instructions to upload the Blend file.

and where would I upload it to?

really hard making a simple rock in blender it seems

Did you look at the link I posted in my last posting (behind 'this' in the instructions sentence)! https://blend-exchange.com/help

was i unclear about posting link
www.lasseedsvik.se/random/stones.blend?


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How can I composite the new shadow catcher that should work with reflections in latest versions of blender?
There are no so many shadow catcher youtube tutorials on blender, and all of them are outdated. I tried using the new shadow catcher that should work with reflections also and couldn't make it look good. I am not good at compositing. So if anyone understand the new shadow catcher that comes with latest versions of blender, please explain how to use it. Thanks!

Enable Environment and Shadow Catcher in the Light subpanel of the Passes panel of the View Layers Properties tab in the Properties Editor.
(Properties Editor → View Layers → Passes → Light)

Select the object you want to be a shadow catcher and enable Shadow in the Ray Visibility subpanel of the Visibility panel of the Object Properties tab in the Properties Editor.
(Properties Editor → Object → Visibility → Ray Visibility)

Set up the compositor nodes that I've highlighted in this screenshot:

Note that I am using a compositor denoiser in this screen shot.  If you don't want to do that, then connect the Image output of the Render Layers node to the lower input of the Alpha Over node.
Also note that this setup is for Cycles.
The key thing here is that if you want color and reflections you need to multiply the Shadow Catcher and Env pass outputs of the Render Layer and then you need to use that as the Alpha Over input to composite the shadow catcher with the image.
You can add more compositing nodes after the Alpha Over or between the (Denoise) Image and the Alpha Over, of course.
You may find this tutorial useful for more detail.

Thanks. Something is not working though. When I hit render, my shadow catcher object is all pure black.
I am using 3.2

Could be a bug in 3.2 alpha or something changed. I don’t use the betas but maybe someone else will know.

I think I fixed it by disabling transparent in the film tab of the render properties panel !

https://i.imgur.com/1v4bxFM.png


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Changing curve modifier orientation
I'm creating a factory loop, but I cant change the orientation in certain point.

The method I'm using is pretty simple: an instanced mesh, following a curve trough the conveyor belt. I'm struggling trying to change the rotation when it takes the curve along the conveyor.
What should I do?
Thank you all in advice!

instead of using a mesh with the curve modifier you could use a follow path constraint on multiple duplicate instances. Follow Path Constraint

i hadn't any time to try it. today I did it, and it worked!!

thank you Leonardo!


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Radial Laser Beams Should Only Hit Visible Surfaces and Stop at Object Boundaries
I’m working on a Blender project where I’m using Geometry Nodes to animate radial laser beams scanning a complex geometry. All laser beams originate from the center of a circle and rotate around the Z-axis. The goal is for these beams to only hit visible surfaces and stop at the object's boundaries without passing through or hitting hidden objects behind.
The main issues I'm facing are:

Laser beams passing through objects: The laser beams are currently penetrating through the geometry and hitting hidden objects, which is not what I want. They should stop as soon as they hit the first surface.

Shortening laser beams dynamically: I need the laser beams to dynamically shorten and end at the surface they hit. I tried using the Mesh Boolean Operator in "Difference" mode, but since this is an animation with the circle rotating around the Z-axis, I can't apply (Apply) the Boolean Modifier directly.

Adapting to animation with Geometry Nodes: Since the beams rotate and the geometry is animated, the Boolean operation needs to be dynamic and follow the changes in the animation, ensuring that the beams only scan the visible surfaces.

My questions are:

Is there a way to dynamically shorten the laser beams in Geometry Nodes so that they only interact with visible surfaces and don’t pass through hidden objects?
How can I prevent the Boolean Operator from affecting hidden parts of the geometry so that the laser impacts are always flush with the visible surface?

I have attached screenshots of my Geometry Nodes setup to this post. I followed the tutorial from this YouTube link: https://youtu.be/CwVsgV-lwyQ?si=q9fq7ONQkT7Dy3T1, where the shader and Geometry Nodes setups are also shown.
Any help or suggestions would be greatly appreciated!
Thanks in advance!

I also faced the issue that i cannot add two object Info blocks because of cycle dependencys.

In one of my questions you can find a raycasting setup


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Diamond texture modeling
Been trying to figure out how this guy did it but need some help. I tried to roughly make the shape by trying to subdivide to add more points but it didn’t correct doing everything manually. I have the reel and photos from someone else on what kinda diamond effect I’m talking about. Any advice or help is appreciated.
https://www.instagram.com/reel/CyoF-lrRoYh/?igsh=MW11N2Q2MWd1aDBrcg==
https://imgur.com/a/07rXQDy

A path you can try:
Add an UV Sphere, go to edit mode, select all, Face Menu > Poke faces.

select one of the newly created vertices, Select Menu > Select Similar > Amount of connecting edges (Shift G).
Scale as desired.

Add a Simple deform Modifier (Twist 60 degrees on Z axis) and a Bevel Modifier.


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Loading Library multiple times is slow - what to do?
I am currently loading a library like this:
with bpy.data.libraries.load("//Library.blend") as (data_from, data_to):
    data_to.materials = data_from.materials
sphere.data.materials.append(data_to.materials[0])

the problem I am having is that this is in a for loop, which it slows down pretty badly... I could of course move it out of there, but it would still run multiple times (because its in an operator). What would be the go-to way of only doing this work once per.. blend file?
Thanks :D


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Why do my particles keep spinning after hitting a collider?

I want to make an animation where bullet casings are ejected from a rifle, spins mid-air, hits the ground and eventually stops moving. The casings bounce properly, but their angular momentum is not lost and they keep spinning long after hitting the collider. I tried the die on hit and render dead particles method but that doesnt look great. Is there any way to make them lose their angular momentum over time?
Floor collider settings

Casing particle settings

A particle system emits points. These points will be used for collision, even if you choose to 'render' a bullet shell onto each point. There is no way to have more complex collision shapes inside a particle system (yet / afaik).
This is the reason why your shells will continue to spin like small planets, regardless of their shape. On a point, there's simply no 'lever' to apply a counter-force to the initial spin. Hope this makes sense... You could try a rigid body sim. Or python. :-)

May not fit your exact requirements if you're trying to be very specific about the trajectory of the casings, but building on @LazerLars comment you could render as an object with a rigidbody or even a collection if you wanted to make unique casings with different imperfections. If the rendered object has a rigidbody attached, each particle will instantiate a new duplicate object with an attached rigidbody and become part of the rigidbody simulation. Then coupled with your initial velocity, when you bake all dynamics you'll get proper physics and bouncing rather than the odd spinning.

Particles do not simulate as rigid bodies, even if the rendered ('rendered', not 'simulated') objects are rigid bodies and that's not what @LaserLars meant. He was talking about using rigid bodies instead of particles. However, of course you can stop the particle simulation at a certain point, convert the particles, and make them rigid bodies. But then the rigid body simulation starts new, the objects do not inherit any movement from the particles.


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Scale object equally by fixed dimension
What is the easiest way to scale this object equally from its edges outside and inside?
Basically I would like to make a slightly larger version of it so the original fits inside it like a mold with a 1mm space all around.
I can scale it with the normal scale tool but the resulting space between them is not 1mm all around because it scales proportionally.

Try to use Alt+S (Shrink/fatten)

That works. Thank you.


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How to remove extraneous edges
What is the best way to dissolve these edges? Dissolving does not seem to work at least on the edges on top.

Blender cant handle face (or n-gons) wit a hole, so one edge like one on left side will be kept ... but the rest should dissolve (only in case one of them is not part of split bottom face hole :) ).

Blender doesn't allow holes, so you won't be able to dissolve all of the edges, but you should be able to easily dissolve the two that are on the side.  Not sure there's a 'best' way, but I would uses edge slide to move them to the corners and then merge by distance to remove the extra vertices.

I see. So the mesh has to be continuous.


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Trying to produce a shadow that is exported with an object
Potentially an impossible task, but feels like it should be able to be done. Is there a way to cast a shadow onto a transparent shadowcatcher, than export the .glb file so that when I use the image in swift/ios the 3d model's shadow is attached?

Im not experienced with .glb, but have you tried to Bake shadow pass to use it as alpha texture?

I have tried to bake in a few different ways - I'm pretty unfamiliar with blender as whole myself so I'm probably doing something wrong lol

There is a trillion of tuts with this topic ... try to search some.

I have, and I have followed a few with no success, unfortunately. I'll try some more again.

What have you tried and where tut failed for you? Edit your original question that fits your current issue ... thanks.

Wonder if you could do it this way? -
https://blender.stackexchange.com/questions/518/how-to-make-a-model-cast-shadows-onto-the-world-texture-background/72354#72354

what I ended up doing to get around this, it's probably not the best approach, and feels a bit like cheating — I just duplicated the bottom layer of the image and painted it black, and exported it so that I could have a static shadow with no light necessary. It looks like a shadow at the very least. Appreciate all the help!


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Light leaking in reflections with Eevee Next
I've run into an issue in Blender 4.2 with the new version of Eevee. In the reflections, light objects seem to go through other objects. I've tried adjusting just about every Eevee related setting to mitigate the issue, to no avail.

Turning jittered shadows off makes it even worse which could imply the issue is related to it somehow.

Replacing the area light with a mesh light yields correct behavior in the reflections but then the illuminating effect of the light object is lost.

I'm wondering if anyone knows what is going on here and if there's a solution/workaround for this issue?


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How to stop referencing .rgb files when converting from .OBJ to .GLB (Python)?
I'm trying to make a web application which consists of a file converter(From .OBj to .GLB) as a
feature. Everything works except I realised that when I input a .OBJ and .MTL file, the output
will be a .GLB file with textures even though I did not input a .rgb file.
Here is my conversion workflow:
Users input file through form input and click submit -> files move to an emptyC:/Project/converter/ folder ->
execute python script(C:/Project/public/converter.py) on that folder->Blender will import and export it back to the original folder(C:/Project/converter/)->return
the converted file back as a download.
I have a .rgb file at C:/Project/public/upload/models/name/model.rgb which I realised was causing
the conversion to have textures. After removing it, the same .obj and .mtl file will only
output a .glb file with no textures. What I don't really understand is why Blender(Or my program)
is referencing a .rgb file not even from the same folder. Is there a way to fix this?
Here's my Blender conversion script:
import bpy
import os
import sys

name=sys.argv[1] # OBJ file name
outExt=sys.argv[2] #Output extension
inExt=sys.argv[3] #Input Extension
path=sys.argv[4] #Output Path

for ob in bpy.context.scene.objects:
    ob = ob.type == 'MESH' and ob.name.startswith("Cube")   #Remove Default cube
bpy.ops.object.delete()

fullpath = os.path.join(path, name)
name=name[:-4] #Remove extension

Input = getattr(bpy.ops.import_scene, inExt)(filepath=fullpath)

if (outExt=='glb'):
    file_out=os.path.join(path,name)
    Output = getattr(bpy.ops.export_scene, 'gltf')(filepath=file_out)

else:
    name=name+'.'+outExt
    file_out=os.path.join(path,name)
    Output = getattr(bpy.ops.export_scene, outExt)(filepath=file_out)

I am using Laravel (PHP) to develop my web app and I will gladly provide more code if needed.

Is this issue occurring when you run the program standalone or when you are simulating user input via the browser? Is it possibly something related to browser cache that's hanging on to an old version of your project folder hierarchy?

@Jakemoyo I haven't tested the script since I tried modifying and running it but ran to a Permission error when inputting the file. I did try to manually import and export the same OBJ files myself on Blender using the same directories and the exported .GLB doesn't have the texture files on it. It doesn't feel like it's related to browser cache since it doesn't explain why removing a .rgb file from a different directory will solve the problem. Before I run the export script it will also clean the conversion folders as well.


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How to project a curve on a plane?
I have a bezier curve and a plane as below. I would like to project the curve on the plane. Is this possible?

Do you mean cut the curve into the plane, of just flatten the curve to the plane?

@RobinBetts, I think I want to flatten the curve to the plane...not sure though :) I would like the curve to be projected to the plane in the mathematical sense. Right now it is a curve defined in the XZ-plane, it should be projected from the XZ-plane onto the plane defined by the mesh plane in the picture.

Hmm! Good question! This is trickier than it seems at first. If you convert to a mesh, and are happy with that shape, then OK to; eg; 1. create custom orientation from the target face, 2. set pivot point in that plane, somewhere, and 3. Scale to 0 in Z of your custom orientation. Or: 1 Set snap to 'Project individual elements' 2. Align ortho view to plane with Shift-Numpad-7, and 3. tap 'G'. BUT. If you do those with the raw Bezier, it projects the control points too, and the resulting curve is very slightly different.

If you want a non-destructive way, just use the shrinkwrap modifier:

i set the offset only for demonstration purposes. You should leave it to 0.
and here a geometry nodes solution:

Turn on snapping, project on face, and project individual elements.

Then select all points in curve in edit mode, press G and press LMB without moving points.

+1 to this and this. Very probably perfectly  good enough. But see commentary on OP?

Indeed, it's not a perfect projection (which is what I am looking for). In the end I manually calculated the correct projection and created the projected curve by hand.


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How to fix the following unexpected result of a bevel along a path?
I have the following situation, where the straight line represents a path I want to extrude the half-round curve along:

My approach was to apply a 'bevel', by selecting the straight line curve, then under 'Geometry', 'Bevel', I've selected the other curve, which results in:

There are two problems here, first I expect the resulting mesh to be flipped (not a big problem), but more importantly, the extrusion is much wider than the input curve for the bevel operation, which is unwanted. Is the bevel tool the way to achieve an extrusion like this? Am I using the bevel tool in the wrong way? Are there more intuitive ways to achieve what I want? As you can tell, I'm completely lost here.
Update: I realize there is a much simpler way; I've converted the rounded curve to a mesh, and then used extrusion on the face which gets me what I want. Still, I'm interested in the answer to the question...

Try applying the scale on both objects

Bevel profile comes from object data, not from the scene. That's mean that object rotations are ignored and points comes from local coordinates. So I expect that you have flipped your profile so that it points down, while in local space it still points up. The same thing is related to width. If you rotate profile so that it will be perpendicular to path, you will see that it perfectly match


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how to retain particle effects in one object when it is joined to another object in blender?
I created object A with some particle effects. I created object B with no effects. I want to join both the objects into one object C. But, the particle effect of object A, now part of C, Should retain its particle effects but it should not be present in object B, also part of C now.

In object C you can set a density vertex group:

And you should put vertices from object A in this group

I wonder if this has any effect on how Blender walks through the mesh in order to distribute 'random' or 'jittered' particles

Thank you it helped a lot.


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Can we make an uneven terrain like mountain or a dome as is floor constraint is used on the complete surface?
When floor constraint is used its mostly interaction with plains the origins of the objects. Is there a way to make an uneven terrain like mountain or a dome as if floor constraint is used on the complete surface? The target object should not pass through the full terrain not just a plain where the origin is present.


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How to alter a mesh to fit an existing texture
I'm not sure how to explain this. I'm trying to alter a mesh for Skyrim and I need the new faces I create to match the existing texture. This is an armor that someone else made and I want to alter the boob plate but when I unwrap the mesh it's in a shape that doesn't match up well with the texture. The only thing I can think to do is push and pull individual vertices, but OMG that is agonizingly tedious. Surely, there's a better way. Here's a screenshot of what I mean. The part of the texture I need to match the UV island with is outlined in red.

Do you have access to the original model as well? Or only the texture itself?

I have the original model. It's the Woodland Priestess Armor mod for Skyrim.

What you can do is apply the diffuse texture to the original model, align the new model to that, layout the UVs on the new model however you want and then bake the diffuse map from the original to the new, using the original as the "High Poly" mesh, and the new one as the "Low".

Here's a post i made a week or so ago detailing essentially the same process, for a similar situation where another user was modding a car game. It's not identical to your situation, but overall it's about the same process.

Oh, yeah! I completely forgot baking a new texture from the old is something I could do. Thank you for the reminder. I know how to do that (I have a tutorial for it) but it's been a while since I've done it and I forgot it was possible. Thank you! Thank you!

There ya go. :)


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Can I have multiple root bones or pivots for my sword rig? One that move with each other but doesn't cause any problem
Let's focus on the grip and let's call the bones from top-down as: b1 (Pommel) to b5 (End of the grip).
I have a big sword with a long grip and a ring pommel I want to use as a rotational pivot (b1 / thus the root bone). However, whenever the character holds the sword on the other end of the long grip (b4-b5 or any), rotating and moving the sword becomes clunky and unintuitive. The root is way too far to adjust manually while using the cursor pivot is too slow and unreliable.
I'm looking for a way to move or add multiple pivot points wherever my character's hand will parent themselves to. So if the characters parent themselves on b3. I can both move and rotate on b3 pivot perfectly without breaking anything.
Any tips? Thank you in advance

Check this old but very good rigging tutorial https://www.youtube.com/watch?v=Po1mBseLJsw


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How to create a chain of a number of progressively scaling instances along a curve using Geometry Nodes?
I am struggling with making the following possible via Geometry Nodes:

Start with the input of a curve geometry, the number of points to distribute along the curve N, and e.g. radius R of an ICO sphere
Create an ICO sphere of radius R on one end of the curve
Generate N-1 more ICO spheres along the curve so that:

the last sphere is created at the other end of the curve
generated spheres are progressively scaled up/down (in a linear fashion, or optionally - following a Float Curve) and positioned so that they fill the curve completely while touching one another (or optionally, having a constant configurable gap/overlap)

This means that my objective is for the generated spheres to get bigger and bigger progressively if there are not enough of them to fill the curve if they would all have the input radius R, get smaller and smaller progressively if there are too many of them to fit into the curve. While spacing-wise, for them to behave as-if they were a series of beads being threaded onto the curve.
I tried my best to figure a solution out using the available learning materials but having found some that would recreate the scaling behaviour without the positioning aspect or vice versa, as a novice, I could not achieve a solution working as intended.
I attach a render and .blend file of my closest attempt that still misses the mark because:

Only a specific combinations of N and R would make the spheres touch
Increasing the number of points N prolongs the curve rather than squeezing the spheres

Any help will be appreciated!

Question: are the first and last spheres "centered" on the start and end points of the curve? Or are they like the threaded beads where the start point (the thread knot) is at the side of the sphere?

I feel like I've done this by accident a lot :-)

So, the answer for this involves some math.
Starting from:
$$length = Sum(diam\_i + gap)$$
Where $i$ is the index of the sphere, from $0$ to $count-1$, you can deduce things like:
$$length = (count-1)*gap + count*diam\_0 + (count-1)*count*diam\_step/2$$
Where $diam\_step$ the difference between diameters from sphere 2 to sphere 1 (which is equal for all consecutive spheres).
From this you calculate $diam\_step$ as a constant and use it in similar formulas for sphere position (in $length$) and $scale$
$$pos = (i+1/2)diam\_0 + i²diam\_step/2 + i*gap$$
$$scale = diam\_i/diam\_0 = 1 + i*diam\_incr/diam\_0$$
Create $count$ points with a Points node. Set their positions sampling $pos$ from the curve with length mode. And add instances on points, passing the scale.
I put the file with the solution in the answer, and I also added an error checker (if count is too big, scale goes below zero, in this case, I opted for not adding any sphere so you know there is an error)

File:

Geometry nodes initial portion:

Final portion:

Diameter increment:

Position on curve:

Scale per index:

Thank you kindly, it did solve my problem and allowed me to proceed with what I hope ultimately to be a lovely printable file for miniature wargaming enjoyers!

Thanks for your contribution, great content! Tip for the future: if you want to display mathematical formulas, read https://math.meta.stackexchange.com/questions/5020/mathjax-basic-tutorial-and-quick-reference


text:
Inset on text faces not giving desired result!

I need to inset the texts and give it a depth, but I am not able to do so because the edges are flowing in their respective normal directions instead of joining the vertices of the inset face with a proper edge flow which is resulting in so much of faces intersections. If this was a simple shape, I could just have scaled it down, but it won't work in this case. I can't figure out what am I doing wrong here. Or if there is an alternative way of getting the desired result, please tell me, it would be a great help. I am following a tutorial which was created in 3DS Max and there was no problem while inseting text in 3DS Max.

I think we'll need to see your Blend file. You can share it via https://blend-exchange.com/ following the instructions there to copy the full link on that page. Then edit your question here and paste the link into it.

I would bridge the two sides (that would need some topology working, can be done by parts) and then add loopcuts with an even profile. Or just adjust and merge the few vertices that are out of place with the inset.

@DanielMöller I'm curious as to where it came from in the first place! If it was a simple Text object I'd have used Object > Convert to Mesh and then in Edit mode Mesh > Clean Up > Limited Dissolve. You can then inset the face with no problem.

@JohnEason Yes, it is a text object converted to mesh. I have created the text in fast editing mode from the text properties which gave me only the outline edges of the text (because I didn't want the triangulated faces), then I filled it with a single ngon face. The limited dissolve is however worked in my case as it is dissolving some vertices in the dense corners without changing the shape of the text. Thanks for the help.

Not sure what you mean by "fast edit mode" because just converting from Text to mesh gives a face that's already filled in, but glad it helped!


text:
How to export 3D object with shading normal (SN), ambient occlusion (ao), and thickness attributes baked/packed in ply file from blender
I converted the cross.buf file from lusion.co website to cross.ply file and I opened that cross.ply in blender and after seeing these attributes in blender object data properties in attributes section:

daoP_0
daoP_1
daoP_2
daoN_0
daoN_1
daoN_2
SN_0
SN_1
SN_2
ao_0
thickness_0
these are by default:
position
sharp_edge

exported it again as cross.ply and converted that new_cross.ply file to new_cross.buf file and loaded it in the same lusion.co source code and it was working completely fine.
So, I am stuck here at that point, I want to generate/create my own 3D model and export it as .ply file with same attributes and then I will convert it in .buf file and it will be working fine inside the lusion.co source code.
for more info about these custom attributes:
position (P), normal (N), shading normal (SN), ambient occlusion (ao), or thickness.
where _0, _1, _2 represents x, y, z cordinates/values.


text:
All image textures are black or transparent
I was opening up a model I was working on a while ago, and all the image textures are gone.
the main texture and emissive mask is all black, and the transparency mask is all transparent.
does anyone know how I could recover these or no?

Is it still the same after restarting Blender? I just had the same problem. It was the first time this happened. The shaders were apparently not compiled correctly and everything was just black. Restarting Blender fixed it.

yup I tries restarting blender, also tried it after restarting my computer too and it didn't help.

Does the problem only occur with this blend file or does it always happen? I don't know if this will help, but you can create a new file and append the collections to it (File > Append ...), which will copy the models to the new file. Hopefully, they will no longer be black there.

just tried it and it's still turning black, I looked at the image textures themselves too and they're all just black... I think the image textures are just screwed :(((
also yeah it was just this blend file. I think something just screwed up and made all the textures black

Oh, that's bad, sorry :( You know that you have to save painted images individually, don't you? They are not saved with the blend file.


text:
Shader settings will not affect my rig, but affects other objects
So I've been creating some artwork for a while now and I wanted to try cell shading my rig as I'm always wanting to try different lighting styles. A problem I realized though is I believe Blender doesn't recognize this rig as an object. If I make a simple cell shader in Eevee and turn on rendering, it affects anything else (cube, UV sphere) but my rig remains unphased. Moreover I can't use nodes on it; Blender won't let me. Maybe it's because this is a pre made rig I got from someone else but this is really grinding my gears. Is there anyway I can resolve this?
Here's the link to the rig(s) by the way, it's an add-on. Maybe someone can play around with this and help me out: https://softgb.gumroad.com/l/robloxstarterrigs

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

Materials/shaders can only be assigned to mesh faces, either real mesh objects or procedural meshes created by modifiers like the Skin or Geometry Nodes modifiers etc., or for example curves which get "meshed" by giving them extrusion, bevel or profile and likewise. An exception are also lights, which can have shader nodes for emission. Objects like empties, cameras and armatures cannot have shaders. Anything which disappears when you turn off the Viewport Overlays basically.


text:
The character models have no eyeballs after exporting to FBX
I am a Noob on using Blender.
I want to export some Blender Goo character models to FBX files and use them on Unity.
However, the character models lack eyeballs just like the image below:

But the original .blend files have eyeballs:

What should I do to make the eyeballs display correctly in FBX format?
The steps that I have done to put the models into Unity:

open the .blend file

Unpack the texture files to the folder

File -> External Data -> Uncheck "Auto Pack Resources"

File -> External Data -> Unpack Resources

Export the file to FBX (Path Mode: Copy, Embed Textures)

Copy the texture files and the FBX model to a Unity project

Assign the Textures to the corresponding materials in Unity

After that, every texture maps correctly except the eyeballs.
I tried to find the material that controls the eyeball texture in Blender Goo and you can see it in the image below.  This material shares the texture parts of the face and eyes. I actually see this material in unity. However, after I assigned the Texture to this material. Only the face part displays correctly but no eyeballs in Unity. Then, what should I do to make the eyes also display correctly in FBX format?

These are the models that I want to convert:
https://drive.google.com/drive/folders/11LGnszUR4KKrt17IXqPd4ts0ImPrp-DA

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


text:
seamless circular coordinates
I want a coordinate system that is kind of radial/circular and it should have no visible border, mirroring or repetition of any kind. I did my best to search, but only found a few things about polar coordinates. This was of course not helpful.
I have tried previously, and these are the only two that I was able to create.

In this, as one can see, the problem is the clearly visible border.

This one does not have any, border but the issue is that it's mirrored.
Is there a way to avoid any of these  issues?
(I know about mixing a gradient texture with the coordinates, but that does not give accurate circular coordinates)

A Polar coordinate system will allways break at 2Pi...But that is not really an issue, as long as the texture/shader that will be mapped in to these coordinates is seamless near both ends.

@Secrop I am trying to apply a procedural texture. Now since those are not seamless is there any way to avoid the borders or is what I am trying to achieve just impossible?

The procedural texture must tile at 2Pi [or in 0, 1], and then the seam will be gone. If not then you are bit out of luck.. You could try to turn the coordinates into a spiral, and then blend the upper cut with the lower cut.

Can you give an idea of the problem you're aiming to solve this way?

@RobinBetts There are actually about 15-20 effects I want to create. I abondened most of the projects. One example would be the iris. Most youtube videos use an image texture or a few of them have set the type to normal in the mapping node. These tricks don't work the way I want them to. They aren't customizable enough. I am probably going to delete this question as the more that I think about it the impossible it seems to get rid of the seam or the borders.

If you pop into 3D, you can pick up  coordinates which are seamless there, and map those to a flat circle, one way or another:

Here, the wall of an (imaginary) capless cylinder is tapered to a cone, and then flattened to a circle. The mapped texture can be varied from radial to circular by adjusting the height of the cylinder ( the Length -> Z multiplier).
It might be the basis of various seamless circular effects, for your purposes.

Thank you so much


text:
What is the difference between Blender Version X.Y.0 and X.Y.1?
What is the difference between Blender Version X.Y.0 and X.Y.1? For example, between Version 3.6 and 3.6.1.
Are these just bug fixes or something?
Or are there some relatively significant changes?
There is no change in the wiki documentation or the manual (It just shows the changes for X.Y and not for  X.Y.Z)

From my understanding in X.Y.Z, X=major_version, Y=minor_version, Z=patch_version where updates mostly are bug fixes, performance improvements, and fixes for issues found after the previous release. These updates usually don't introduce new features.

I use Blender casually since about v2.69, and more actively v2.79 so I can't speak for the past and I think the versioning before v3.0 was largely inconsistent.
However Blender 3.0 switched to Semantic Versioning (source):
+-------MAJOR version when you make incompatible API changes
|
| +-----MINOR version when you add functionality in a backward compatible manner
| |
| | +---PATCH version when you make backward compatible bug fixes
| | |
| | |
X.Y.Z
3.0.1
3.1.0
3.1.1
3.6.0
3.6.2

Examples of X=MAJOR version changes:

3.0.0 was a belated increment (because the new versioning scheme was just picked), as it reflects the huge changes in 2.80 (interface, switch from Blender Internal Renderer to Eevee), but also the rework of Geometry Nodes from named attributes in 2.92/2.93 to fields, files compressed in 3.0 not opening in previous versions (source), new add-on requirements (source), rewrite of Cycles: removing branched path tracing, cubic and gaussian subsurface scattering, CMJ sampling pattern, NLM denoiser (source), breaking python changes and Bendy Bones causing issues when opened in previous versions of Blender (source)
4.0.0 is still developed, but looking at the αlpha version we can predict the mesh data will open only in 3.6 (which can be used to convert it to older versions), more breaking python changes, perhaps disappearance of face maps (replaced by attributes, but in face maps adding a face to one map automatically removed it from other maps), migration from vertex groups to attributes could also come with some backward compatibility problems…

Examples of Y=MINOR version changes:

3.5.0 can stop a node from automatically reconnecting links if it's dropped on a link with ⎇ Alt key pressed (ALT is also useful to get the old behavior of swapping links when connecting a link to an already used input), Python BGL module no longer works with Metal (yes I know it's a breaking change), OSL can now be used with OptiX on the GPU, new Flip Quad Tessellation operator (related to my 2nd question on BSE) and many more
3.6.0 introduces a "Simulation Zone" and "Index of Nearest" node and subtypes in group inputs in Goemetry Nodes, added 13 nodes to Viewport Compositor, and many more.

Examples of Z=PATCH version changes:

Blender 3.4.1 bug fixes (e.g. prevent UV Unwrap from packing hidden UV islands, stopping Animation in Some Scenes Immediately Crashes Blender)
Blender 3.5.1 bug fixes (e.g. Cycles shadow caustics not working with area lights, entering Grease Pencil Vertex Paint mode crashes)

Additionally:

once per year, a new version (after the X or Y increments) gets LTS (Long Term Support) status. It means this version will be patched (Z increments) even though newer MAJOR/MINOR (X,Y) versions exist (the newest of which also gets patches).
since it's an opensource project, a version can be accessed as soon as devs start working on it, it's marked as α - alpha version, and is not intended for serious use, because e.g. it may be missing features (e.g. in an attempt to migrate from vertex groups to attributes, devs may delete vertex groups first, and you may download that revision before they reintroduce old features with attributes)
Once a revision is complete, it is temporarily marked as β - beta, as the bugs are much more likely to appear in freshly coded features…
There are also experimental forks, which seems self-descriptive, various things are tried there, and eventually this code may be moved to the main branch.

"as it reflects the huge interface changes in 2.8" I know what you are referring to, but the questioner and future readers may not. This answer should make very clear that 2.80 was a major, breaking revision (until 2.79b the Blender Internal renderer was the default format, but its save files can't be opened in 2.80 onwards).

Perhaps worth noting that it's version 2.80 (two point eighty), not 2.8 (two point eight), the zero is significant.

@AndrewT. you're absolutely correct, and this kind of confusion was one of the reasons to change the old versioning scheme.

@Matthew, I can agree that I didn't provide a lot of information more important than the one I decided to provide, but in the end of the day those were just examples, and I concentrated on versions 3.0.0 forward, as that's the beginning of the new versioning scheme.

Thank you for taking the time to reply. Your reasons are sensible and I think the edit you made does help to alert other users to the issue.

The difference between Blender version x.y.0 and x.y.1 is that the latter is a bugfix release of the former. It contains fixes for bugs that were found in the previous version.
Info Found Here:
https://code.blender.org/2020/02/release-planning-2020-2025/#comment-114842

3.6.2 which is available now also has changes which allow compatibility with the forthcoming 4.0. The weekly Blender Today Live video talks about the changes here.

Can this be called a pre-bugfix? It fixes bugs that would happen in the future x)

I'm not sure.
But this is what it means according to the source:
X = Major Release
Y = Addition Features within a Major Release
Z = Bug Fixes within that Feature set


text:
Stepped playback in viewport?
We have an option called step in the frame range settings of the render output properties. It skips the number of frames specified. Now that works only for renders. Is there any way such a thing can be emulated in the viewport?
The thing is substeps for simulation nodes are going to take a few thousand years to arrive. Until then I am sticking with the increasing frame rate and using step workaround. Now even though this works for the final render, this absolutely messes up my head while in the viewport. Coz this gives us a much slower playback. And I can only guess what the final speed might be. So yeah, is it possible to use something like step within the viewport?

X Problem
Unfortunately, solving the problem in title doesn't fix your problem in the description… If you render this setup:

without playing it in viewport first, with a step of $2$, the cube will move in a single direction:

Y Problem

substeps for simulation nodes are going to take a few thousand years to arrive.

It's already easy to implement in B4.0α, using the Repeat Zone:

Incrementing the iterator i serves as an example, but maintaining a step number like that could be useful in most setups…
Example
Using my mesh splitter from here:
Geometry Nodes: Mesh Boolean / Mesh Splitting Repeat Loop
We can modify it according to the rules described above:

The custom group with the inner loop changed slightly as well, in order to support the displacement:

And now it will cut much faster:


text:
When i rotate root bone or the whole armature by selecting all bones this weird deformation happens in the toe?
this are the image. first image is frame 1. second image is frame 100. third image is frame 67

Looks like something with the bone weights.  Could you please show a screenshot of the wait painting please?

which bones weight u want to see? i will put a screen shot of it

Go through your vertex groups and check to make sure the parts of the foot that are deforming weirdly are only assigned to one bone.


text:
I imported a blend file into unity which contained 3 animations but I can only see one
Here is my problem:

I thank you for your help.

I usually animate inside unity. There you can manage the animations with the animator. Or you could try to save the animations as individual files. Some professionals save all their animations into one animations, they can separate them in unity. I hope some of these will answer your question.


text:
Add a background image and save it using Python scripting
I have a cube and I want to add it on top of a background image using Python scripting
import bpy
cam = bpy.context.scene.camera
filepath = r'c:\Home\background\background_image.jpg'

bpy.ops.object.load_background_image(filepath=filepath, filter_image=True, filter_folder=True, view_align=True)
bpy.ops.render.render(write_still=True)

But in the output image I can see only the 3d cube with white background.
I got the results I wanted using this tutorial:
https://henryegloff.com/how-to-render-a-background-image-in-blender-2-8/
But I want to accomplish it using only Python Scripts.
Blender cube:

Output:


text:
Linking two objects' rotations with relation to an factor?
I really hope this question hasn't been asked before but I have looked and I can't find anything that helps me. Maybe I just don't know how to phrase it.
Anyways, the thing is: I have created an animation with lots of gears. And I want to let them rotate in the right speed. You see if Gear 1 rotates 360° in 10 seconds, than my smaller gear (2) must rotate faster than that. Say 720° in 10 seconds. Of course I can just put keyframes on every single gear but everytime that I change it, I have to change everything.
Is there a way to link the rotation of the other objects to my first object but in relation to an factor, for example f=0.5 so that object 2 rotates at half the speed that object 1 does?
Thanks in advance
MK

https://blender.stackexchange.com/questions/98711/why-does-copy-rotation-modifier-invert-after-180-degrees/98718#98718

I don't have a ton of experience in them but this seems like something animation nodes would be an apt fit for.

Oh yeah, thank you very much!


text:
Seperation of Mball objects
How can the Mball (small objects, modelled as clouds) be separated from the rest of the Mballs? There is an example of a newly spawned Mball which is separate from the others as indicated by the lack of selection (orange selection indication).

... by name. I'm not sure what is the Q, so sorry if you asked something else ... Metaball's objects are sensitive on naming. There is always one "mother" and related "children" objects. Relation is set by the same name plus sequence number ... like "Mball" as mother and "Mball.001", "Mball.002" as children. For more details see manual

If you want to create a new metaball system, you need to create a new metaball mother (or duplicate an existing metaball), and this new metaball needs to have a new prefix, but no suffix. For example create a new metaball, call it New, duplicate New, you'll have New.001 and so on. The New balls will interact with each others but won't interact with the previous system, that has a different prefix.
If 2 metaballs don't interact and you want them to, you need to give the second one the same prefix as the first one.
Also note that if you delete the metaball mother it will delete the whole family  :((

Renaming the Mballs seperated it successfully, however the seperated Mballs lost their mesh leaving empty Mballs with no mesh generation. Changing values like "Resolution Viewport", "Render" and "Influence Threshold" does not update it.

make sure that you have a mother among the metaballs, i.e. one metaball that has no suffixe, is it the case?

My bad. I had the impression it would register as different if I repleaced the .002 with 2. Example: "Cloud", "Cloud.002" to "Cloud", "Cloud 2". Seems like the still counts as connected. Renaming it to "Cloud", "Cloud Testing" worked. Thanks.


text:
i think my multiresolution have problem but i dont know what
This is my object without multiresolution and without baked normal map

and this is with multiresolution

and this is with baked normal map of multiresolution

dont know why its not simmilar at all.
The baked normal map looks it goes in, unlike multiresolution... do i me shome checks? or multiresolution is just like this?
i just followed youtube, how to bake normal  map for baking multiresoultion..

when you baked, in the Multires modifier, did you come back to the level of resolution you want for your object (which may be 0)?

Maybe the problem is with the normal map... is it set to non-colour (on the image texture node)? It sometimes causes this problem.

hmm... yop i level it to 0 and aslo set it to non colour... T,T i even tried level it to 1 and bake. its still the same.. anyway thanks for the reply!

Have you checked the "Bake from Multires" option in the bake settings? What does the baked normal map look like? Had you plugged in (another) normal map when you baked it?


text:
Casting the shadow of a inner object on the outer of a sphere
I'm using eevee as render engine, the sphere is a shadow catcher (video), I don't know how to see the shadow on the front face of the sphere. file

Thank you !

Couple questions, What is the intended purpose of this effect? You could theoretically use a cast modifier to simulate the "shadow" being cast by just manipulating the geo of the cube itself. And do you absolutely have to use EEVEE or is Cycles an option? You can't bake in EEVEE but if you were to bake out this effect and then use that as a texture for both sides of the mesh material then you could make it work, and still render in EEVEE.

@Jakemoyo The purpose is to be able to project on the sphere multiple polyhedron, so I wish to find a method working for multiple cases, where I don't need to always edit the inner object.
I can use cycles, I just better approached my project with eevee. In cycles, with the shadow catcher on, I didn't have anything on the outer sphere (it was working on the inner sphere).

Given your use case, I think you could do this more easily by using this stack of modifiers, It's all totally procedural and can work with any object. Once you apply custom materials to the geometry it will essentially be indistinguishable from the intended effect.
This is only from my understanding of your project, given your comment. If you absolutely have to have it done with a light and the shadow it casts then it seems far more difficult.
Modifiers:

Before:

After:

You can even animate the factor amount on the cast modifier to animate the deformation.

Nice idea, I didn't think I could put the wireframe modifier before the subdivision and the cast. At first glance, it seems to be what I need (on regular polyhedron it acts as the same way as a projection on the sphere, I need to check on strange cases).

I also found a way with a light and a reflexive shader on the sphere but it's not as clean and simple as your solution. Thank you.
https://i.imgur.com/klk82e8.mp4


text:
Arrange collection along curve with Geometry Nodes
After searching, I apologize in advance if this has been answered before. I would like to arrange a collection of different objects along a curve as follows:

I have tried the following Geometry Nodes:

Results in the following with all objects stacked together.

Any Help would be greatly appreciated.
Thank You,
Dave

Geometry Nodes:

Since the option Reset children in the Collection info none removes all transformations, we let it off, that way we can keep the rotation. But now the positions should be set to $\left(0,0,0\right)$
After that we just align the rotation with the tanget and normal of the curve point.

That worked!  Thank You


text:
Import data from ARC Scene (ARCGIS) to Blender
I am trying to import a 3D model of a landscape I created in arc scene (ARC GIS) to blender, but I am not able to find a way to do it.
I tried to follow the method suggested in this video https://www.youtube.com/watch?v=ZXgLdyCLumI using VRML format, but it did not work for me. (Maybe I am doing something wrong)
It will be of great help if anyone can suggest how to do it.

This is a severely outdated video. Can you export it in another 3d format like obj, fbx, dae or dxf ?

ARCscene allows export only in .wrl format and not in anyother format


text:
mix texture based on location of a curve
Hi I want to create animation of jetstreams where one side of the jetstream is red color indicating hot air while other side of jetstream is blue color indicating cold air.
The boundary between the red color and blue color should vary based on location of the curve on sphere. If curve moves up or changes shape then boundary between these two colors should also Change.
Please refer to figures below, I want to to make this dynamic. Any method geometry nodes, animation nodes will work.
Thanks in advance

we can use this method now
https://www.youtube.com/watch?v=d9NUozH257g
it also allows you to push the lil arrow graphics along the front :D


text:
Is it possible to lock a bone in pose mode while removing the influence from the parent?
At first I assumed an issue like this would be rather simple, but it seems anything but.
My goal is essentially to have a bone locked entirely in place (Imagine a lizard's tail resting statically half way through its length while a few bones above it move), but it seems nothing that I can do bar actively just unparenting it in edit mode. That does work, but it's rather tedious and doesnt allow for very good keyframing IMO, as well, if I have already posted something, it throws that all out of wack.
Ive been looking back and forth through bone constraints and I still can not for the life of me find an answer.
Any point in the right direction would be very much appreciated.
Thank you

Possibly the most straightforward way to do what you want is to use a Child Of constraint. It works just like parenting, except that its effect can be keyframed, unlike actual parenting. So it can be turned on or off at will.
Begin by selecting your armature and then going into Edit Mode, then selecting the child bone in the chain you want to be pinned. Alt + p to bring up the Unparent menu, then Clear Parent. Now go into Pose Mode. The newly liberated child bone should still be selected. If not, select it. Go to the Bone Constraints Tab in the Properties Panel, and create a Child Of constraint from the Constraints dropdown. Specify the armature as the target for this constraint, then the parent bone, by name, also in the associated field (there are two text fields for the target when the target is part of an armature. The first text field is for the armature itself, and the second is for the bone within that armature which you specifically want to target). Now your child bone should move as a child while your parent is selected and rotated. When you are ready to turn off the constraint, look in the Constraint properties for the Influence slider. Right-click on it and set a keyframe. Do this on the frame just before you want it turned off. Advance the frame by one, and then slide the influence bar to zero. Then set another keyframe. Your child bone will now behave as if it is not parented.
This may or may not work ideally depending on whatever your exact situation is. But it definitely overcomes the problem of needing a parenting relationship on and off on the fly while animating.

Huh never thought of using Child Of that way. Appreciate it a lot, thanks friend!


text:
HDRI error not properly when show up
everyone can you help me with this problem?
i still use blender 2.79
hdri not properly show up.
actually, I got one problem too but I forget to take a screenshot, when a textured object seen in rendered mode to object will have an abstract shape.
Thank you

In orthographic view, you can only see one point on the HDR because the camera frustum doesn't grow larger as it gets further away from the camera.

thank you its can now


text:
what node it is
I get some procedural textures from blender kit and the node is red what is this? I tried to replace it with a mapping node but the socket isn't the same.
thank you

You're using Blender 2.80 so that node might not be available in that version. The node setup may have been created with Blender 2.93.

I second that. And think that John Eason should add this as the answer here. To find out what node it is it would be nice to have a look at the blend file.

You're using Blender 2.80 so that node might not be available in that version. The node setup may have been created with Blender 2.93. We'd need to see the blend file to confirm that.

thank you john this link to the material from blender kit
asset_base_id:c5457873-b652-4cdd-9f0c-b3aab96bc4a1 asset_type:material
i cannot use blender 2.93 with my old laptop
is there a way to manipulate to get the same result without using blender 2.93
in normal I can change to mapping node and its okay but in this, i confused with the other socket (in image ) where to get location socket

I'm afraid that link means and does nothing as far as we are concerned. You'll have to upload your blend file to blend-exchange.com and put a link to it in your question.

Considering its inputs: Vector, Location, Rotation, and Scale, and it's output Vector, I'm pretty sure it's the Mapping node:

I don't know why it's red, perhaps John Eason is right that you loaded a file saved in a newer version of Blender than the one you're using. It's not necessarily a node that your version is missing, a different implementation of this node in newer versions is (probably) enough to bug out older versions like that.

The mapping node in version 2.79 to 2.83 looks from the Blender docs as if it just has a single Vector input, whereas that in the 2.93 version has four possible inputs as the original image above shows. I'm not really familiar with nodes, but I guess 2.80 is getting confused when it finds all the extra inputs.


text:
What can I do to bring my hierarchy back?

I have no idea what I did, but my hierarchy is gone. I'm trying to make a VR character, but I can't finish it without the hierarchy. It shows up if I open another project, but I don't want to start over. Can anyone help me? Thanks in advance!

You must have accidentally closed that panel.  You can actually make any panel in your view an outliner by clicking on the button on the top-left corner of the panel.
To open it again as it was, simply click and drag from the top-right corner of the properties panel and drag down, then change the new panel you just created to an outliner.


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Blender has a problem with my GPU
My GPU supports open cl (it's a Radeon R9 M375) it should render scenes just fine but blender pretends like it can't do it and it doesn't show up in preferences
BUT when I use SHEEPIT render farm program the version of blender it uses to render, recognizes my GPU and it works just fine
I tried most things I thought could work like Radeon Pro Render or using Linux but none of them worked
Is this a bug or my GPU have a problem?
other details:
Lenovo Z51-70
i7-5500U
8GB Ram
Radeon R9 M375 4GB
Using Blender Version 2.92

From Blender Manual
HIP is enabled for GPU rendering with AMD graphics cards on Windows. Blender supports GPU rendering on discrete graphics cards with the AMD RDNA architecture or newer and AMD Radeon Software 21.12.1 or AMD Radeon PRO Software 21.Q4 GPU drivers or newer.
Support GPUs include:
AMD Radeon RX 5000 Series
AMD Radeon RX 6000 Series
AMD Radeon Pro W6000 Series