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Remesh criss-cross pattern using geometry nodes
I have a series of meshes that display the pattern highlighted in red in the image below: triangles adjacent to pentagons or hexagons.

It is evident how the topology of the models could be greatly improved by restoring the edge loops, as in the example of what I want to achieve in the center of the screen.
To try to achieve this improvement with geometry nodes, I started by creating the node tree you see, capable of eliminating the superfluous vertices, which creates the situation visible on the right.
But filling the gaps left by this operation and reaching the final result is in a whole other league of skill compared to mine. I suspect that, perhaps, it is necessary to select the edges of the holes, separate them from the rest, transform them into islands, and do some kind of magic with the indexes, separated by an accumulate fields node, maybe...
The other day I posted a similar question always on the topic of mesh topology modifications, and users Cornivius and Markus von Broady showed me how in that case the solution was a Merge by Distance node away! But this time I really see it as tough.

https://i.imgur.com/xLA0ucn.png - (1) if you make the holes, you shouldn't have a problem selecting the borders of it (e.g. storing a boolean TRUE on the edges). (2) out of those selected boundaries, select the vertices that have exactly 4 edges. Now separate those edges, split all edges, temporarily capture current vertex positions, move one of corners just marked away, merge by distance, move the corner you just moved away to its original position. Convert to curves. For each spline check if the index 1 is the marked corner, if so, "reverse" that spline (curve).

(3) Now it should be easy to loft this topology: 1st rectangle is indices 0, 1, LAST-2, LAST-1, then 2nd rect is 1, 2, LAST-3, LAST-2 and so on.

Hi Markus, thanks for the suggestions. But how do I create a square face? I found that the "Quadrilateral" node allows you to set four points to create a curve, but I don't think I can fill it if it's not perpendicular to the Z-axis. Otherwise, how should I do it?

You can create a Grid (Mesh Primitive) with 2 vertices in X and Y. It is made of a single face, 4 vertices and 4 edges.

Thanks StefLAncien, also now that I think about it, I can extrude an edge to create a square face. The problem is that I haven't yet learned how to use the nodes in the "attribute" section, and I believe they are essential for this task (to move and merge precisely what needs to be merged).

Essentially, this task can be solved by following these steps:

First isolate the faces that are to be removed
Convert the outer line of this selection into curves
Divide the curves into two parts (upper part and lower part) and convert them back into a mesh
Extrude one of the two edges and move the points to the positions of the points of the opposite edge

Something like this:

1. Split Geometry
This step depends a lot on the geometry of your mesh. In this particular case, I am using a game of values created by interpolating across different attribute domains:

2. Prepare Curves
In order to obtain the desired edge for an extrusion, a consistent corner point must first be determined. I achieve this by removing one of the vertical edges and then converting the remaining mesh lines into a curve. Again, it depends a lot on the geometry of your mesh:

3. Separate Upper/Lower
Since each curve now starts at a corner point, I only need to divide these curves into an upper and lower part:

4. Extrude & Move
After splitting the curves, I reverse the lower part so that the indices match the upper part exactly. If one of the two curves is then converted back into a mesh line and extruded, I can use the previously captured indices to sample the positions of the opposite curve and transfer them to the extruded part:

(Blender 4.1.1+)

Hello quellenform, thank you for your response. It works perfectly for the presented case, but as I feared, and as I mentioned in the bounty announcement, if the pattern to be corrected appears on two consecutive lines, it results in a mess (see the attached file). Is there maybe a way to select and replace the patterns one by one, to avoid the problem? That is to say: find a line that presents the criss-cross pattern, eliminate it, fill with the quads, then move on to the next line. In any case, you have faithfully responded to my request, so I approve your response and thank you immensely.

Example modified to show where it fail: blend-exchange.com/b/EmJ2Xkvz/

@crucchi Yes, you're right, in this particular case, where several such patterns are directly adjacent to each other, the selection fails. I am sure that there is a solution for this too. ...let me see.

@crucchi In your particular case (where several crossed sections meet) you can use this solution. Here I process the two fundamentally different patterns separately: https://blend-exchange.com/b/d7prnvjs/

I have tried it, it works. I will study it to understand how it works. Many thanks.


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Refining material assignment in Blender geometry nodes based on neighboring faces
I have a mesh where I initially assign a material to faces based on their normals' angles (an example is provided in the attached .blend file). This initial selection method works, but I need to refine it using a specific rule for assigning and removing materials based on the connectivity of faces.
Here’s the rule I’m aiming to implement:

Assign Material: If an empty face without a material is connected to at least two faces with the material, that face should also be assigned the material.
Remove Material: Conversely, if a face with the material is connected to only one or no faces with the material, the material should be removed from that face.

In the screenshot you can see the original selection on the partially red suzanne. In the green one, what I want to achieve in an example crafted manually for the sake of clarity.

Attempting to find a solution I discovered (and was surprised) that I can expand the selection using Blur Attribute node, but that is not what I want. Thanks for your help.

Finally a question asked in a proper way. :) Minimized working example, a readable screenshot, and very understandable text.

I found 2 problems however: one small problem is that you didn't explicitly state it should be iterative process, which I figured based on how the loops are filled or disappear far from the color that would initially affect it. Second, bigger problem: the algorithm won't work as you predict: consider the loop on ears, you expect it to disappear, but according to the algorithm it should simultaneously disappear from the dead-end, and thicken from the connection with the thicker part: https://i.imgur.com/fsFUxXP.png - if that's desirable, it's not clear what about the overlap of the arrows...

First problem: Yes, the process should be iterative, perhaps with a repeat zone and a controllable number of repetitions? Actually, I wouldn't know how to do it.
Second problem: You're right, I hadn't thought of this possibility. Actually, I think either approach would be fine for me (maximizing the growth of the selection, or minimizing it). Assuming it is possible!

Geonodes are turing-complete so it is possible of course. I'm just starting my movie evening however...

I have to go, so just a quick prototype, for one-way (only grow) - it just happens to give the result you want for the example, but I know if there was a 2-face separation on the ear loop, you would expect the separated part to disappear, and this doesn't do it:

And this goes the other way:

So if you do the first, then the 2nd, you're probably fine, but there's also a question of how many iterations (I did 100) - you need to implement a "while" loop. It can be done, and I've wrote an example on how to do it here:
Implement "while" loop in Geometry Nodes
And here's the screenshots from my answer there:

Mat Fix:

Loop Test:

Loop Body:

You can unmute the node above, so that the selection both grows and shrinks. This will yield such result:

(look at the ear)

I have tested both solutions. Besides being sufficient for my purposes individually, they perfectly solve my problem when used in combination. Thank you very much. If you actually find the time to create a version that only performs the necessary number of repetitions, I would be really curious to see and understand how it works. Thanks again.

@crucchi I'm working on that. :)

@crucchi see edit.

source: Stack Exchange

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

sort: votes


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Blender 2.81 - How can an Active mesh interact with a Passive mesh without the Active mesh bouncing away from the Passive mesh?
For example, I modelled this picture frame. A bolt is used to hang the picture no problem. But when I apply the "Active" physics to the frame and the "Passive" physics to the bolt, the frame just bounces away from the bolt, as shown in the picture below.

Is there some sort of way where the Passive bolt can go inside the Active frame without the frame being ejected from the bolt? (As shown in the picture below, with no physics applied)

Have you tried using Mesh as Collision Shape?

I tried your method of the Collision Shape as "Mesh", and it worked. Thank you very much for your help!

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


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Boolean Operations with Imported STLs
I'm trying to do a Boolean Difference operation between 2 STL files I am importing. The operation doesn't complete properly, not subtracting all of the area. However, if I were to create an object in Blender itself then there is no issue subtracting away from the imported STL.
Is there a way to use one STL to subtract from another STL?
or
Is there a way to easily create a part in Blender from an STL (the geometry would be fairly complex in some instances)?
Thanks

Have you tried the different options in the Boolean modifier? Switching the Solver between Fast and Exact and in the Solver Options enabling Self Intersection and/or Hole Tolerant? Would you mind sharing screenshots, for example of the STL meshes and your modifier settings? The only thing I can imagine is, depending on where you got the STLs from, there is messy geometry, non-manifold geometry or other things that do not work well with the Boolean modifier.

Thanks for your response, I've managed to get it to work now. I believe it was mesh errors in one of the STL files that was causing the issue.


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Reshaping a Necklace to conform to a character mold
I am trying to reshape the necklace in the image to fit more around the body mold (Have sized the body mold to my real life size). So it will look more natural, rather than a straight necklace print.
So I am looking to bend the back part over the shoulders & the front part down the chest.
I am brand new to blender so have no idea what I am doing. Bought the necklace mold from someone and am trying to adjust it now. I would really appreciate any help in adjusting the necklace, or if anyone would mind doing it for me, I can send you the file no problem!
I have been trying to use a tool called "Proportional Editing" but I keep warping the necklace. So it starts bending in different directions.
Any help is highly appreicated!

You can try this way: Create a plane, subdivide a bit, give it a Shrinkwrap modifier with the body as target (here my Suzanne), Wrap Method > Project, give your necklace a Surface Deform modifier with the plane as Target, click on Bind:

Move the plane towards the body:

The problem with this method is that of course it will deform the object on one axis only, so you may need to correct afterwards.
Another method would be to give a Cloth simulation to the necklace and a Collision to the body, play the simulation and apply the Cloth modifier:

It sounds like the cloth method would be the best option. You able to write me a step by step on how to do it? Like make it act as a cloth & how to make the body a collision object?
Have no idea how to do any of this XD

I've kept the default settings, in my case it worked but it may be more difficult in yours: select the necklace, go into the Physics panel, click on the Cloth button, select the body, into the Physics panel click on Collision, see what it gives, if it doesn't work fine, please share your file

Hey Moonboots, thanks for the steps. Unfortunately it didnt work for me :/ it just broke off :(
Here is the file I am using, uploaded to GDrive hope that's okay. https://drive.google.com/file/d/1hb8SlAQBNkERW7NFASlnVdkBn-KntNFD/view?usp=drive_link
I just want to get the necklace to a more "natural" shape. So when I print it on a 3D Printer it will fit more comfortable. Rather than be a straight piece.
I plan to buy a heatgun to mold it more to my personal shape, so am just looking to adjust it to the current body model.

Your link asks for an authorization, I can't upload   ;)

https://drive.google.com/file/d/1hb8SlAQBNkERW7NFASlnVdkBn-KntNFD/view?usp=sharing
Try this link sorry!!

You need to apply the scale and rotation of your body and necklace, but also they are pretty high-poly, can't you simplify them?

I have no idea how to simplify it XD it was a file I bought from someone. So I just wanted to modify it to have a more natural looking shape. If you can;t do it, dw


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Procedural Butterfly Wings
I'm working on making some Procedural butterfly wings with Geometry Nodes but I can't quite figure it out. At the moment I am using this awful N-Gon geometry, Wireframe and Subdiv modifiers to create a decent look, but I really want to use Geometry Nodes to generate the wings with much better topology for rigging as well as more control over the tapering of the wing Frame.
I'm quite new to Geo Nodes, but I did try a few things like extruding mesh, points to volume, using float curves to taper curves, but nothing got anywhere near where I am aiming for.
I also wouldn't be opposed to Shader nodes, as I tried that first but was unable to get a decent result procedurally.

What are you aiming for? Do you have a reference?

Not a criticism, but an honest question.... Why GN? Do you, for example,  intend to make procedural variations of wing-shape?

@Leander I'm aiming for something I can use to make multiple different sets of wings. For the set I am working on right now I used a Luna Moth as reference.
@ RobinBetts Yes, I'd like to be able to use a procedural workflow so that I can make multiple variations, especially different shapes. I don't know a lot about GN, so if something like this is a bit too complex or would require a mind-bending amount of nodes, let me know.


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4.0 substitute for `SpaceUVEditor.pixel_snap_mode`?
I got a plugin that does not work on 3.6 or 4.0, I'm getting the error:
OBJ import of 'vox.obj' took 7.9 ms
Info: Removed 5301 vertice(s)
True
Info: Applied modifier: MrCleaner
Traceback (most recent call last):
  File "C:\Users\acgc9\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\VoxCleaner_V2_Free.py", line 713, in execute
    VoxMethods.UVScaling(context)
  File "C:\Users\acgc9\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\VoxCleaner_V2_Free.py", line 450, in UVScaling
    space.uv_editor.pixel_snap_mode = 'CORNER'
AttributeError: 'SpaceUVEditor' object has no attribute 'pixel_snap_mode'
Error: Python: Traceback (most recent call last):
  File "C:\Users\acgc9\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\VoxCleaner_V2_Free.py", line 713, in execute
    VoxMethods.UVScaling(context)
  File "C:\Users\acgc9\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\VoxCleaner_V2_Free.py", line 450, in UVScaling
    space.uv_editor.pixel_snap_mode = 'CORNER'
AttributeError: 'SpaceUVEditor' object has no attribute 'pixel_snap_mode'

I know nothing about blender addons creation and the plugin has not recieved any update since last year... It seems that API has changed. What is the new alternative?

Is this a free addon? Can you share it here?

I think this is 'pixel_round_mode' now.

@lemon you are right space.uv_editor.pixel_round_mode = 'CORNER' and it works fine! Maybe you can turn your comment into an answer and I select it.

@Psyonic this is the plugin... I opened an issue anyway


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How to change material propery based on color?
I have this model from MagicaVoxel

Imagine I want the white petals to have metallic = 1 and roughness = 0. How can I do that?

You should be able to apply math filters to the Hue of the color.  White has a near zero hue:

This should get you started:

1 - color is 0 for white (if you are using a color other than white anywhere, check clamp in the Subtract node). Note that the roughness will be a number around 0.3 for the green parts.
Separate color splits the color info into its channels, since the 2. petal is green, red is 0, while it's 1 for the white part.
This is just an example of how to separate white and pure green (or at least no red). If the colors are mixed, for example: 0.1, 0.5, 1, you'll need to get a bit more creative, like using the threshold function of the math node to get it right.

You'r answer is right but I consider @james_t simplier, so I select his answer. Thanks!

fair enough, thanks


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Any way to reflect grease pencil objects in mirrors (reflection plane) in Eevee?
I'm a storyboard artist and recently I've been using Blender for my animatics. A game dev friend recommanded that I use Eevee for my renders as its way less ressource hungry than Cycles.
Using a reflection plane, screen space reflections etc I managed to make a mirror than works perfectly for my needs, except it won't reflect the grease pencil objects. Here you have a view of my mirror and a view of the wall in front of it. It doesn't reflect either the pictures on the wall or the drawn character. The pictures have been drawn on the surface of the wall, the character is drawn on the chair, so they are on different X axis planes, in case it could be important.
I've read on another post that grease pencil is considered post effect and so won't show in mirrors, even after render, so maybe it's hopeless but I'd like to ask just in case there's a box I need to check or something.
If I can find no work around I'll draw the reflections directly on the mirror, it won't be perfect but that's the only work around I found.
Thanks!

If you use blend-exchange.com to upload a sample file, it can directly expose us to what is causing your problem. More importantly though, we don't have to reconstruct your entire set up.

This is a case where uploading an example blend file would have been helpful to get a quick answer. Although your question is not uncommon, it can be however, unique because of blender's limitations with grease pencil and our inability to come up with a general solution to this issue.
As you have noticed, grease pencil objects are highly incompatible with many features of Blender. To reflect grease pencil objects on a mirror, we would have to construct everything from scratch. To construct the mirror for reflecting grease pencil objects we can easily fake one by using a Mask Layer however, to generate reflections, we're going to need some fancy footwork.
Reflections:
Here, is a geometry nodes solution that I borrowed from Chris to reflect your object(s) along any given normal vector. (I could not use Mirror Modifiers because I didn't know what kind of transformations you made to your mirror or grease pencil object(s))

From your images, I assumed that you used a single flat face to construct your mirror mesh and thus, used a Plane mesh to represent mine. The node tree is adjusted to calculate the normal from the single face of my plane.
Since I am using Blender 4.0.2 to construct this answer, grease pencil objects have yet to be integrated with geometry nodes so, we need to adjust them so that they are. After making more assumptions about your grease pencil objects, I decided the best way to adjust them was to convert the grease pencil object(s) into duplicate mesh(es). I did so by selecting the grease pencil and its layer and going to Object $\rightarrow$ Convert $\rightarrow$ Polygon Curve. In case we wanted to make more transformations afterwards, I parented the duplicate mesh to its grease pencil object.

Using this duplicate mesh for the reflection node tree, I constructed your so-called reflection with a separate grease pencil object and a Line Art modifier.

Mirror:
Within this new Reflection grease pencil object, I made the mirror with a Mask Layer by activating masks for the Lines layer. The mask layer is made with a fill material and an opacity of 0.000 so that it would show up as invisible. Additionally, I included a mirror border for visibility purposes. Just in case there would be more transformations applied to the mirror mesh as well, I parented these layers to the mirror.

Result:
Additionally, you can move your reflected line art to the Compositor to make your lines look less like they were drawn all over the mirror mesh.

Included in my file is my node tree if, you want to append to your file or add to your Asset Library.

Blender 4.0.2


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I have applied a rigid body modifier to a sphere, with the setting labeled "dynamics" but it doesn't fall straight down, how do I fix this? (edited)
I am creating a Rube Gold berg machine but the problem starts at the beginning. I added a iso-sphere into the project then applied "rigid body" and saved the location keyframe on the timeline starting at zero. The problem occurs when I play the animation, I expected it to fall down but instead it flew off in a different direction. How do I fix this?
Blend file:

Additonally to the answers: your dominoes will not work properly because they have their origin outside of their mesh. Select them all, right-click and choose Set Origin > Origin to Geometry.

The objects included in the simulation need to have a scale of 1 in all axes. You will need to adjust the scale of all objects. Applying the scale is most likely what you want to do.

I think there are two more issues with your simulation. You extended the frame range, but the simulation is only set to run for 250 frame. You need to extend it. The relevant setting is found under Scene > Rigid Body World > Cache.

The last issue is the collision shapes. Preferably, you'll pick primitive shapes (Box, Sphere, Capsule, Cylinder, or Cone). For example, your ico-sphere mesh is best approximated with a sphere collision shape. The primitive collision shapes are the fastest to calculate and the most stable. Convex Hull is a bit more expensive, but can represent complex shapes relatively fine for very little work. It basically generates a collider that wraps around the shape. I don't think they will produce the results you want for the rails as you want the ball to move along a groove. The most expensive is to use the actual Mesh. It may seem to be the correct option, but it can be too heavy and can produce unstable results. Ideally, you'll use a primitive shape or combine a few of them together. That's where Compound Parent comes into the picture. It allows you to approximate the shape using multiple primitive shapes as long as they are made children of the object that has this type of collision shape. I suggest to use this for the rails. You will add two cylinders and one elongated box between them (make sure to size them to match the visual geometry and apply the scale). This obviously takes more time to set up, but will have good stability while approximating the shape very well. You may even cheat a bit with the shapes to achieve the results you want (which I assume is to make the sphere fall and move along the rails). These collision shapes should be excluded from rendering.

Update: I would like to point out why the sphere was launched to the side instead of moving downwards. I attached two screenshots below. The first shows what the user sees. The second shows what the simulation sees. The second clearly shows that the sphere is placed within the first rail which is unsolvable; the setup starts with a collision. I got the second image by clearing the scale of the selected rail. While it is possible for a simulation to proceed as normal with some objects having a scale other than one, this may introduce a hard-to-find bug down the line. I can only assume that the scale is not considered in the physics simulation unlike the position and rotation.

Just a quick note: although it is definitely always preferable to have the scale applied, rigid body simulation can still run correctly with unapplied scales, even if they are negative.

@GordonBrinkmann I updated my answer explaining why the issue happened in the first place. I hope this explains why I consider it a bug to have a scale other than one in a physics simulation in Blender. Please remember that there are a lot of fully functional software programs with bugs that don't affect them 99% of the time.

That makes a lot of sense, thank you for explaining that. so typically if I want to make sure how they are colliding i can just clear the scale of the original object I created? Cause as I continue to build on this file I keep running into that problem.

@TylerR Not only you can clear the scale, as I said in my comment it is always preferable to have the scale applied. If you search through this site, an unapplied scale is the cause for so many issues here. Not applying the scale on objects which you do not want to change the size anymore gives no real benefits. And negative scales can be even more problematic.

@TylerR Clearing the scale will show you what's happening, but almost always, you want the object to behave based on how it looks. The way to achieve that is by applying the scale. Putting this differently, when you clear the scale, you make the visual shape reflect the physical shape, but when you apply the scale, you make the physical shape reflect the visual shape.

Apply the scale of your ramp object, otherwise it messes up the interaction between the ball and this object:


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XYZ-Property Point Set Export
Is it possible to export an ASCII/CSV file (or use python,) to obtain the X, Y, Z and colour property for a regular 3D mesh? If so where are the points referenced to?  The corner or centre of cell? Can subsurface colour properties also be included?
Looking to obtain data in the format:
X
Y
Z
Red
Green
Blue
15847, 28635, 1548, 255, 0, 0,
15847, 28635, 1549, 250, 0, 0,
15847, 28635, 1550, 245, 0, 0,
....

Many thanks,
ARW

HEX colour code would also be fine.

Which corner or center of a "cell" are you referring to? What "colour property for a regular mesh"? A mesh object can have an object color which can be shown in the viewport in Solid shading, or a material can have its own material color to be shown in Solid Shading, then it's possible for an object to have multiple materials and each can have multicolored image textures or multicolored procedural textures... what exactly is it that you want?

https://blender.stackexchange.com/questions/299182/how-can-i-export-the-coordinates-of-selected-object-vertices-to-a-csv-file


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If two objects have the same x,y,z position values why are they not in the same exact positon in 3D?
I have 2 cubes, one cube is 1x1x1 meters and the other is 2x2x2, how can I make the object position relative to the bottom face and not to the center of the cube
so they both be in (0,0,0) at there bottom face touch touch
and Can I make it the default?
I want the objects to start from 0,0,0 - their left bottom point should touch the axis origin

Put both their origin at their bottom face and copy the location?

https://blender.stackexchange.com/questions/182044/is-there-a-quick-way-to-set-the-origin-to-the-bottom-centre https://blender.stackexchange.com/questions/42105/set-origin-to-bottom-center-of-multiple-objects

thanks, but I want them to all of them to start from the bottom left point

Well, put the origin at the bottom left corner then?

yes, but I wanna know if there is a better way than doing it manually each time


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What color should the face orientation be on the inside and the outside?
According to this tutorial

Everything outside should be blue and everything inside should be red

But in this tutorial

It should be blue on the inside and red on the outside

Front of a face is blue, back of a face is Red. There is no in and out is more about front (face pointing to the camera) and back of a face (not pointing to the camera)

You are misinterpreting the explanations. As @Emir said, it is more about front and back of a face. Blue always the front and red always the back. And if you have a closed object like a cube, preferably the front is on the outside and the back on the inside (because some shaders can look unexpected or weird from the backside). But: Andrew is talking about the inside of the room, not (wrongly) the inside of a face. Because when inside the room, looking at a wall it is better to look at the front of the face for material shading reasons like bump etc. (as he says in the tutorial)

Additional note: if you make the walls like real walls with a thickness instead of only thin faces, then you can actually have the outside and inside of the house or room blue.


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Light baking from sunlight not turning out like render
I've started to play with blender and try to bake sunlight but for some reason, it doesn't turn like the rendered even though the model is pretty basic
Blender model
Bake config

Without baking

With baking

I'm on tablet so I can't check your blend at the moment, but inspect double faces or face normal direction ...

I had double faces but removing them did not help

There is a several issues, but mainly it is a topology problem of disconnected edges (if you drag vertex aside you can see it is not a single face ...

... if you delete side faces (left/right from window) select edges around and fill by face issue is fixed.

Since you generate a new faces to fix the model you would have to unwrap again (if you are using Bake with margin, be sure you also unwrap with some margin (otherwise bake will penetrate martino surrounded faces.)
There were other problems - switched face normal, and 4 doubles, but it was fixed by previous adjustments.

Thank you, is there a way I can find it myself next time? And is there any video for building correct models

Next time ... like now when you see this weird shading. How to build properly? You could use Boolean operator (or modifier) or Extrude+Scale and Extrude  to move out for wall thickness (or instead second extrude use Solidify modifier (it depends on model case.


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Trying to simulate keyframing with geometry nodes to produce a repeating animation
I am working on a project to show a vein being compressed, pinching off blood flow, and then decompressing. I am using Ryo Mizuta's procedural blood vessel project (https://youtu.be/whh1QblAGEo?si=BNpwC0YXT7EZY-43).

As you see in the screenshot, I was able to get the compression on the vein to work correctly but I have no idea how to animate it so it decompresses and recompresses.
This is my first venture into GeoNodes so I have no background knowledge to know where to begin. I did try to use the "scene time" node along with "switch" nodes to try to simulate the animation but I didn't get anywhere.
Any input or suggestions would be greatly appreciated!
Thank you!

It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.

You can add a Math Mix node after the Float curve output, expose its Factor input and keyframe it directly in the Geo Nodes modifier.


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I want to have particles gather instead of die on contact
I am creating a blood flow animation where the artery is pinched off, restricting blood flow.
Right now I have a plane with a collision modifier keyframed to open and close with the artery. I also have my blood cells set to "die on hit". What I would like instead is to have the blood cells gather at the close as they would in real life.
I am looking to achieve something like this... https://www.youtube.com/watch?v=S2vZtPXV7A0
This is what I currently have... https://youtu.be/WUs7CeagwQ4?si=B9VYz8rrjqehm2m6
Here is a link to the current version of the project if you want to take a look and play around with it yourselves... https://drive.google.com/drive/folders/1t9i26EjnW4BESOVCGsJUl9dmScI89PEF?usp=sharing
Really appreciate any tips or guidance as to how to go about this!
Thanks guys!

The animation looks great. But why did you make the blood cell particles "die on hit" if you actually want them to gather at the blocked spot?

@Blunder Hey dude! Thanks for responding. I was just testing it out to see if the animation would look decent with them dying on hit, but I think the quality would be a lot higher if I had them gather. The problem is that I don’t know how to go about doing that. So as of right now I just have them dying.


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How to animate particles to collide with geometry but stay within the boundaries of the path they follow?
I am trying to make an animation of blood flow being pinched off and stopping at the point of the compression within an artery.
Here is a link to a video of what I have so far... https://www.youtube.com/watch?v=NvVitERwL5g
As of right now I have a sphere emitting particles that follow a curve guide that is placed along the interior of my artery model.
What I want is something like this... https://www.youtube.com/watch?v=S2vZtPXV7A0
As you can see in the second video, the blood cells collect at the valve and then once it is opened, they continue along their path. I would like to have this same effect with my animation of the compressed artery. I want the particles to stop there flow at the compression and resume their flow once the compression loosens, all while staying within the boundaries of the interior artery.
Can anyone tell me how to go about this? Thanks dudes :)


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UV unwrapping and texturing large objects
I am trying to texture this wooden cladding of a large house model. I have UV unwrapped my object, which results in very low resolution textures, due to the size of the model. When I try to texture paint some grunge, the resolution is also very low, as you can see in the image. What solution can I use to keep my UV maps from overlapping, but also keeping the scale of the maps sufficient enough to have a high resolution texture?

I have just scaled my PBR texture using nodes to match the scale of the building, but this doesn't seem like a viable or clean solution, since I am having issues with other things like texture painting. Therefore, I think I need a way to UV unwrap more efficiently but I don't see how that's possible yet for such large objects.

Would appreciate any tips on uv unwrapping / texturing for what I'm trying to do, Thanks.

First of all, the UV canvas can be scale  to match any resolution, but obviously the bigger, the more hardware resources you will use (2K, 4K, 8K). Second of all, you don't have to put your whole object in one single texture, you could split it and have a texture per part or create UDIM textures

Environment art is always going to use Trimsheets/Tiling textures and masks or vertex paint blending to texture objects. You almost never use unique 0-1 UVs like you would for a prop or character.

yeah, I'm gonna use a larger colour range for blending my textures together. I just wanted to know how I can work around this resolution issue. I will look into UDIM textures and look into using trimsheets for future projects to make things easier. thanks for the tips.


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Modifying an Arrayed Object
Let's say I wanted to array a cube around a cylinder like so:

I have also added a lattice on the main cube that has the array modifier on it.
Now if I adjust the lattice by moving down the bottom edge, I get this:

How can I make it so that the lattice modifies each arrayed cube the same way? and can someone explain why the cubes are not being displaced in the same manner as the main one? I am still fairly new to blender and learning as I go.
Thanks.

Can you swap the modifiers in the modifier stack (in the properties panel) around, so that the lattice comes before the array?

Oooh, I see. I need to pay attention to the order of modifiers then. I was thinking maybe it had something to do with the object rotation or something. Thanks for that.

The order of the modifiers is relevant, they get executed top to bottom.
After the array modifiers, the duplicated cubes are part of the new mesh, so the lattice modifier acts on the new geometry independent from their original position.
Move the lattice modifier above the array modifier.


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UV Image flip doesn't update in rendered mode
In the UV editor, I flipped my image by going to image > flip > horizontally, since it looked inverted on my object. I then adjusted my UV map to how I wanted them to be projected on the faces of my objects. They look fine in the viewport, but are mapped completely differently in rendered mode. Why is this? do I need to update the UV mapping separately for the rendered display? If so how do i do it.

I suggest to save the image you flipped and try to render again.
Sometimes, edits in the UV Editor won't reflect in the 3D Viewport unless you enter and exit Edit Mode. You can also try that.
It is possible for the 3D Viewport to use a different UV map than the one used in rendering, but that's only if you have multiple UV maps. I assume that's not the case.

Yeah, thanks for that. I had to just resave it and plug that image back into the image texture node. Don't know how I didn't think of that lol. thanks again.

You're welcome!


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is it possible to make a zigzag form with curve using the whole line?
I want to make a zig-zag using the curve path. I have been trying the ways that I know to edit the curve as alt+s and ctrl+t and I played with the options at the right but it might not be possible. does anyone know? I need to know if I might be wasting energy and time or if it is possible. And if anyone has a better idea to make this "belt" that has a zig-zag in between two lines... the belt belongs to Zelda btw... :D ...I wanted to add more images here but I can't either because of my level or because I should not ...be patient with me

you can e.g. use geometry nodes:

double your curve
use this gn tree:

object -> convert to mesh
object -> convert to curve

then you have what you want.
By changing the integer input you can change the number of points:

Note 1: if you connect the join geometry with the group output, you can see both, your curve + the zig zag.
By changing the scale value, you can change the zig zag height:

A million thanks @Chris :) , may I ask... how can you add more than 3 pictures and even gifs? is it because of your reputation?

possible - i know there are some things you cannot do with too less reputation, i think there is even a site which explains that - but i don't know that by heart, sorry. But your question was asked i a good way and easy understandable - so that one image was enough - in my opinion.


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how can I fix a rig/bones whose appearance changed

honestly, I would not know what I did but now I cannot see the pose mode as it was before with colored lines, which concerns me. did I ruin my bones? and if so...how? I was practicing with the shader editor... and with UV... please help I want to understand why they look this way and how I can turn them back to their regular appearance with different line colors and without these big green arrows that are also connected weirdly
please help D:

That's how bones look in Pose mode, but maybe you've disabled the controllers layer, take a look into the Data panel > Bone Collections and see if you need to enable the visibility of some bones?

Hi, thanks for the answer. where can I enable the controllers layer? in pose mode I don't see such option..and in bone groups which is the only one similar to "bone collections" I cannot enable anything,,, below I've in the viewport displays octahedral... and group colors but nothing

Could you please share your file? (remove the mesh if you don't want to share it)

I can share the files here?

read the instructions here: https://blend-exchange.com/ or use another platform like workupload

I think I uploaded the file... I dunno if it worked but It seems...

you need to copy paste the link  ;)

   sorry did not know... thought that it was to appear in the post as an attachment

So in order to be able to move the controller bones you need to switch to Pose Position and the bone collection that is visible seems to be the one with all the controllers, I'm not familiar enough with Rigify to understand why some don't work, maybe precise your question more https://zupimages.net/up/23/49/m1a9.jpg

well my question was why it changed to that form. when I first created the rig with rigify it came as all the videos and images one can find about rigging with rigify... with an appearance of simple thin lanes with different colors  as an example (https://i.sstatic.net/j05Vs.png) it has yellow lines in the head and some green ones and red.... saddly I don't know how else to explain myself


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How can I fix a rig/bones whose appearance has changed from simple lines to complex?
Why did it change from how it looks in the image on the left with light-colored lines to the one on the right with big green arrows?

In your Data panel, under Bone Collections, you can make some collections visible or invisible, the octahedral bones you show are the one that are controlled and that deform the mesh:

In previous versions, Bone Collections were Layers:

for some reason, my blender does not have that option. at data, I have the skeleton with 2 options one for pose position and one for rest position. right below are layers: with dots that are supposed to be checked and in another dropdown below I have "bone groups".... I think it is because I'm still using 3.6 while on my laptop I have the same appearance as yours..... this is so confusing one other detail I can notice is that under "Rig Layers" the names are gone...in my understanding these are linked to the "Layers" below the pose position and rest position

In 3.6 it should be in the same panel under "Layer"

hmmm you are right by selecting or unhiding the option ORG these green thick bones are shown ... however In one of the versions of the same file even when I unmark ORG the colored lines won't come back and in the previous version of Blender it does not even have the ORG option...or it is elsewhere this is confusing... I would love to understand what key or shortcut I pressed by accident to cause this.. I'm about to pull my hair out

Hmm, I could not find the "Layer" you are referring to.  thank you for your help  I appreciate you trying to help me figure this out. By any chance...do you know if there is some sort of redo bottom to remake the rig with the meta rig? I tried the "regenerate rig option but it did not work...remains to hide the controls as displayed at the right (with thin colored lines)   ... once again a million thanks

@EstraviusLothar Be careful when moving between versions in Blender. You may need to re-rig your character when switching versions. Check this for more information.

@MrA you are right I have to be careful when switching between versions but I swear I was not changing when my problem started happening. I was fixing axes in the fingers when suddenly the way the bones changed to this unfriendly version without colors and no names at the "Rig layers" menu...no Root no face no torso..I'm still trying to find what was the cause of my problem because if it happens again I might lose a progression. I mean I know I have to save every so on and the incrementals are a good way.. but...I would love to know how to resolve or prevent

The armature object has three modes. Depending on the mode, the custom bone shapes and colors may or may not be active. I list what you should expect in each mode below.

Object Mode

The armature object (all bones) will show up in the default selection colors.
The bones will have their custom shapes.

Pose Mode

The bones will have their custom colors and custom shapes.

Edit Mode

In 3.x, the bones will show up in the default selection colors. In 4.x, the bones will have their custom colors (for Edit Mode).

The bones will have their default shape which is set on the armature data (Object Data Properties > Viewport Display > Display As).

Basically, when you switch to Edit Mode (to edit the roll of the bones), it is normal to see the bones in their default shape. The bones will switch back to their custom shapes once you switch back to Object Mode or Pose Mode.

Wow thank you for this answer. I am going to try it :) . I'm going to create a copy to check this out. sorry if I did not answer before...since Christmas was so close I had certain things to do and I stopped checking this topic

You're welcome!

:'( It didn't work. I opened the drop-down menu with different options and tried switching between them, but I couldn't recover the colored lines. I can still move the bones and theoretically create poses, but I have a sense that the file may be unrecoverable. As a workaround, I continued with a previous file.


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What are the changes related to subsurface or principled BSDF in Blender 4.0
In my understanding before Blender 4.0, there was a way to add a color in the section of subsurface color this was used with the subsurface bar to give some sort of blood tone to the skin… or at least that is what I understood about it. now when I try to look for such a bar or option to add the color it does not show. could it be that it is somewhere else? If I hit shift + a and look for a node that can replace it, it does show one but it is outside and it is confusing where I should connect it.
in the image at the left, the one who made the tutorial has an option to select a color and a value for "subsurface" in the right capture (my blender) I don't have such an option is it because of the changes blender 4.0 has or because the one who made the tutorial has some kind of addon or extra.

This YouTube video has some options for dealing with this: https://www.youtube.com/watch?v=6xV_dQGOGcY

O.o awesome, thank you @curious_1! I must see the video you just shared It literally says "Where is the Subsurface Color in Blender 4.0?"  really similar to my question.... hehe, a million thanks. I have high hopes that it clears my questions :)


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GeoNode "Points to Curves": how to make curves for each distinct vertex group in mesh
I am newbie in geonodes and, after some googling, I still do not know how to find answer to my question.
My data: Mesh, made of vertices only. Each vertex is assigned to Vertex Group, therefore vertices of the mesh can be divided to separate subsets.
(Example on pictures: I have mesh made of vertices, vertex_group_1 includes upper circle of vertices, vertex_group_2 includes lower circle of vertices)
My goal: to make curve from vertices from the same Vertex Group for each(!) Vertex Group and, as a result, to have a set of curves. If there were n Vertex Groups, I expect n curves as a result.
(Example on pictures: as a result I want to have two circle-shaped curves, upper and lower, not a spiral!)
Expected solution: GeoNode "Points to Curves" is supposed to make what I want, as the documentation says "All points with the same Group ID value will be joined in the same curve".
Question: How can I convert my Vertex Group information from mesh to Group Id for PointCloud?
I can convert my mesh to point cloud with "Mesh to Points", what is next?
Another expected solution: My mesh is the result of my own script, so I can also make a Point Cloud from it in my script too (I hope it is easy). BUT how should I add "Group Id" to it? Should it be a custom attribute with "group id" name? And how the "Points to Curves" geonode will derive this information, will it derive it automatically when I plug my point cloud geometry to "point" attribute?
Obviously, I do not understand something basic about geonodes.

(Using Blender 3.6.1 and python)
Here is a piece of code to create the 'id' attribute and to set its value per vertex :
import bpy
import numpy

active_obj = bpy.context.active_object

# Split vertices in two groups (for demo)
count = len(active_obj.data.vertices)
GroupID = numpy.repeat([1,2],count/2)

# Create the attribute
active_obj.data.attributes.new(name='id', type='INT', domain='POINT')

# Set the attribute value
active_obj.data.attributes['id'].data.foreach_set('value', GroupID)

Reference : I took information from Python : Custom Attribute for Vertices and Manually setting custom attributes per edge / vertex / etc.

(Using Blender 3.6.1)

From the above picture, it seems that every Vertex Group is a different Attribute. For a vertex belonging to a Vertex Group, the value is the Weight set in Edit Mode; for the vertices not belonging to the Vertex Group, the value is zero. So the name of every Vertex Group is required a priori to make a selection, that can feed a Set ID node. Working with version 3.6.1, I can not check if it is a valid input for the Points to Curves node you are using. However, getting inspiration from the post What is the Group Id input in the "Index of Nearest" node?, I succeeded to make it work with an Index of Nearest node.

StefLAncien, thank you for your answer!
As I understand, you suggest to manually define the name of particular vertex group with "Named attribute node" and make curve from this particular group. Is this what you mean?
Thus we can do that for each vertex group, if we know their names and count.
But my goal is to make curves for each vertex group in any mesh, and in meshes the number of their vertex groups and names are various.
Is there way to somehow connect information about ALL vertex groups and Group Id input? If no, is there another concept to solve such cases?

You're welcome. Could you have a naming convention for the Vertex Group name, such as "MyVertexGroup_n" where the trailing "n" will be the Group ID ? By the way, how do you assign vertices to Vertex Groups ? Selecting them in Edit Mode ?

Yes, there is such convention for names. I assign vertices to VG in my script (it works correctly, after running script groups are visible in panel with vertex groups of the object and all vertices of particular group can be selected with button "select")

I advise to assign the GroupID at the same time as the Vertex Group in your script. I post in another answer a piece of code showing how to do that.


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When the monkey's head touches the cube, the cube bounces and is implemented using geometric nodes
When the monkey's head touches the cube, the cube bounces and is implemented using geometric nodes.

What is the question ?

Need to achieve automatic bouncing of the cube, after being touched by a monkey head

Cube auto bounce

Cube automatically bounces when touched

Please don't ask the same question twice! https://blender.stackexchange.com/questions/306599/after-the-monkey-head-approaches-the-cube-the-cube-bounces-how-to-use-geometri. If you don't get an answer, read this and edit and improve your original question rather than posting it again.


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Blender Basic Bevel is Flat - Not Curved
Basic scene with mesh cube.  4 parallel outer edges are selected to round the cube.  A bevel is applied but here is no curve to the bevel.
Why? And what tiny settings do I need to correct?  And where are those settings in this massive UI?

hello could you please show a screenshot? Remember to apply the scale of your object before a bevel. Once you've beveled the settings are in the Operator box (bottom left)

You can add bevel segments with the mouse wheel or the segments in the options that pop up bottom left of the view port when you confirm your bevel.  This will make them curved.

This was the answer.  Figured it out just messing around with the buttons.  I've seen this question asked in many ways, and no one ever gave this simple answer. Thank you very much!

@user1871129 an even number of segments with a profile of 1 will also have no curve.


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How to make a bubble that doesn't reflect the inside
I've created a bubble and inside of it, I have a little character. The thing is that the bubble naturally reflects what's on the inside as well, so when you see the final render, you can see the mouth, ears, eyes, etc of the character reflected on the bubble.
It is possible to disable the reflections on the inside of a bubble/thin glass?

I have no solution for a glass material. Changing normals of the inside wall of glass or using a different material for the inside of the glass results in problems with refraction etc.
Instead you might try to change the material of the object inside the glass bubble. I've put an Emssion Shader on Suzanne so that the reflection is clearly visible. If I mix the Emission (or any other) Shader with a completely white Transparent BSDF and use Glossy Depth from the Light Path input as a mix factor, then the reflection only shows the transparent material i.e. nothing.

Of course that's not very handy if you try to put objects with many different materials into the bubble because you cannot simply have one glass material with the correct settings, but many other materials to prepare.


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Creating Curves at the Joints of Objects

It is necessary to create a weld for the tank, for this I needed to create curves in the joint area using Python, then put welds in the curve.
I know how to create curves manually, but there are 990 parts in the tank, if done manually it will take a very long time, so I'm looking for a way to automate the processes of creating welding.
I don't know where to start.

This could be just the thing https://www.youtube.com/watch?v=yLTd1ICuZ-s https://github.com/JohnnieWooker/Welder

You can do it with a pretty straightfoward Geometry Nodes modifier :

On a new object, add a Geometry Nodes modifier.
Do the boolean difference of Object A with B, and then B with A.
You'll end up with two meshes separated by one or several edge lines at their intersection.

Then compute the distance between each vertex of one of the meshes and the vertices of the other one, and delete the vertices that are further than 0 (coincidental).
After that, Convert your mesh to a curve, and back to a mesh to apply a profile curve.
Plug the Group input to object A, B and the Curve Circle radius to be able to change it in real time and apply it to other situations !
You can even use a collection as an input for the boolean.
Note it does break in some situations. But in simple straightfoward cases it should work nicely.

and dang...you made that poor little guy with his melt add-on for 10 bucks poor...damn, that's gorgious!!! +1

@Chris thanks ^^ but like I said i's pretty limited and breaks easily. And also not python-based so does not really answers the question. Although it would be pretty easy to script I think since it only consists of like 4 or 5 different steps.


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Runnin Blender.exe vs. Blender-launcher.exe
I am running v3.0.1 on a Windows 10 desktop.
When I open the folder where the Blender files are stored, which one do I open to run Blender: Blender.exe or Blender-launcher.exe?

Even if you are not an expert is it not normal for the soft to crash to desktop regularly. You may want to launch blender_debug_log.cmd instead, which will output a few txt files with some information relating to the state of blender when it crashed.

You can use either of them as you prefer. The only difference I know is blender-launcher.exe prevents the command window from popping up when starting Blender.
Source: Win: Add launcher to hide the console window flash · f3944cf503 - Blender Projects


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Animation not rendering in sequence, first frame being repeated throughout the render
I am rendering a 240 clip animation (Blender 3.0.1) and the frames are not rendering in sequence.
Every few frames the first frame is rendered again in the sequence, replacing the frame that should be rendered. Eg clips 1-16 frames render fine and then instead of frame 17 being rendered, frame 1 will be rendered again.
I wonder if there is a setting or something that I have inadvertently clicked as I have never had this problem before?

can u pls provide blend file so we can check it out?

Thanks so much, where is the file

after deleting the video file, you have to bake the particle system. you find this in the particle system tab > cache > bake [1]: https://i.sstatic.net/THuyj.png

Thank you so much Chris. I have baked it and now it works! Much appreciated.

you are welcome

You have a particle system in your file.  There is a well known (to those who know it well) problem with Blender animation, that's documented (very obscurely) in the Blender manuals:  You must bake all physics, including particle systems, before attempting to render an animation.  I can dig up my attempt to file a bug report on this if you'd like to see gory details; but the developers will tell you "there's a known work around so it's not going to be fixed."
Baking should solve the problem.

Thanks so much Marty. That worked, much appreciate the help.

@Fi_artist You are very welcome. Since you're apparently a new user to Blender StackExchange, you might want to read What should I do when someone answers my question? and perhaps accept my answer.


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After the monkey head approaches the cube, the cube bounces. How to use geometric nodes to make it?
After the monkey head approaches the cube, the cube bounces. How to use geometric nodes to make it?

Until someone smarter ...

Notes:

Store Named Attribute node is there just to see frames where Suzanne affects cube (pink color).
Geometry Proximity is not probably the best solver for activating animation ... the problem is not activating, but fact that duration of cube animation depend on monkey position, that doesnt have to fit any scenario.
back and forth anim is done by Sine math node

... Simulation nodes would works probably better.

Thank you very much

If answer solved your issue consider mark answer as accepted. Thank you keep this site organised https://blender.stackexchange.com/tour


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How to generate a plane for a moving animation? Generated at the very edge

How to generate a plane for a moving animation? Generated at the very edge.

What does this mean?

https://blender.stackexchange.com/questions/79445/using-boolean-modifiers-and-shape-keys-in-animation/79449#79449 https://blender.stackexchange.com/questions/135475/generating-a-spline-from-centers-of-multiple-mesh/135478#135478 https://blender.stackexchange.com/questions/52830/is-it-possible-to-create-a-path-from-an-existing-object-animation/52831#52831


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How to convert the current perspective into a planar mesh?

How to convert the current perspective into a planar mesh?

As long as there is a flat grid, it can be used for silhouette, which converts the content seen from the current perspective into a flat grid or curve.

UV can be projected according to the current perspective and then converted into a grid, that's how I think.

Is there a way to directly convert the outer contour into a mesh?

You can add Grease Pencil Line Art:

It has silhouette mode. As you can see it's a bit chaotic in 3d space, but you can convert it to mesh and scale to 0 in Z axis using a custom Transform Orientation made from the camera. It's not perfect, there might be some tiny errors that need correcting and you need to fill the shapes, but it works:

Thank you for your answer. I have tried this method and the answer on Monkey Head is correct. However, I have a more complex model and I don't know why it is wrong. Can you help me look at the new model again?

https://blender.stackexchange.com/questions/328168/how-to-convert-model-edges-into-curves

https://drive.google.com/file/d/1AwARJ6T-X6HOyKxUZt5tzRkfeZSMM0aT/view


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Audio Keyframes - can't change volume
I'm trying to do audio mixing in Blender Video Editor.  I add a keyframe on the Audio track and then set the Volume.  But it immediately gets set back to 1.0.  What am I missing?

Once you've entered the value, press i (or unclick and reclick on the diamond on the irght of the value) otherwise it will go back to the existing keyframe

https://blender.stackexchange.com/questions/190761/what-do-various-property-highlight-color-overlays-mean


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How can I use physics to create a bobble head?
I'd like to create a bobble head type set up.  A smaller cube (the head) slightly higher than a larger cube (the body).  When the smaller cube is hit by another physics object I want it to behave like it is on a spring and get knocked back and forth and eventually settle down with damping.
I've tried using the physics generic spring but I don't seem to get the behavior I am looking for (head falls down and hangs by spring).
I've also tried creating a third object above the head (and parented to the body)  and have the head hanging from that object using a spring.  This partly works but the head can start doing wild spins and not return to it's normal facing forward position.
I've consider using more than one generic spring (one to hold up and one to help return it to facing forward) but I think I must be missing a more simple solution.
Note: I do have the head and body connected with a point connection to maintain same distance throughout.
Just a brief description of best options to accomplish this would be appreciated.


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all of my windows such as dope sheet, graph editor and such are completely black however the 3d viewport is completely fine
blender update 4.0 on both browser version and steam version

Hi. Is there a chance the Rbx Animations addon has not been updated for 4.0 and that is somehow causing the problem? What happens when you disable that addon?

cant really get access to it as some windows will show but will be super stretched and glitchy which covers the button that lets me turn it off, also it thinks my mouse is way further away than it actually is. ill get back to you if i can turn off the addon in files or something

okay so ive just hopped on the steam version with a fresh file and the addon is installed but disabled, however i still have the problem.this problem only just started recently, the addon was working on update 4.0 before

Unfortunately that guess of mine is the best I can offer. This might not be relevant to your problem, but if you look at the posts at the bottom of this thread https://devforum.roblox.com/t/blender-rig-exporteranimation-importer/34729/1535 it appears that the addon has not been updated for 4.0 and some people are having various problems, although I didn't see any like yours.

Here's another idea. What happens if you do a File->Defaults->Load Factory Settings? If that fixes it, then you know there is a problem with the addon.


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How to intersect two meshes to get a line? I can export?
I'm new to Blender. I am trying to find the intersection line between this mesh and another mesh, or a plane. I basically will have a plane at a certain height and I want it to cut through the cylinder-like-shape to get an outline where they touch that I can calculate an area, perimeter, etc., from.
I've tried with the intersect tools and the boolean modifiers, but I'm not having any luck getting it to do what I want. It will cut off the cylinder at a the plane, but I can't figure out how to extract the inner line that is highlighted in orange in the last picture.
Is there a simple way to do this? TIA

If you join the two objects (Object > Join), the following steps should get you the shape you need.

Switch to Edit Mode.
Deselect everything, then hover your mouse over the deformed cylinder, and press L to select it.
Run Face > Intersect (Knife). This uses the selected geometry as a knife to cut the unselected geometry.
In the Adjust Last Operation panel, set Separate Mode to Merge. This will clean the resulting geometry a bit, so I prefer and suggest to use it.

The operator selects the resulting geometry, so we just need to delete everything else. Run Select > Invert then Mesh > Delete > Vertices.

The image below shows my test case.

If you only want the outer edge of the intersection, you can delete the face (Mesh > Delete > Only Faces).

This procedure is destructive. If you want to keep the original objects, make sure to duplicate them first.

If I wanted to make a polyline with the vertices, how would I go about that? I would like to export the line into a format that I can use in CAD, ideally.

I am not sure which format will work. I suggest to look into the formats your CAD software can import and compare them with what Blender can export. Anyway, once you delete the faces, you can convert the mesh object to a curve object with Object > Convert > Curve.

Excellent. Converting to a curve was what I was looking for!! Sorry, I didn't specify. I'm using Civil3D, but I don't think any of the files are friendly. I can use another software I have to convert though. Thanks for your help!

You're welcome!


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Traceback Errors when installing addons. No Module Folder in Blender Foundation Folder, and addon is not showing up inside of the addons folder
Blender 4.0
This is the 3rd fresh install, using the installer to delete all blender files, using windows to delete all files, and manually doing it to make sure it was not corrupted. When installing XNA lara and the .gmd file importer I either get the traceback error pictured or if I manually put the files into the folder it gives me an error saying instead that there is no script found in the module folder which blender is not generating when I install. I have tried manually copying and putting in the files that it says it cant find and I get the same error. Installing the addons from blender itself from preferences works the least.

They've probably not been updated to cope with the API changes for version 4 of Blender. Check to see if there's a compatible version and ask the author if there's one available.

@JohnEason The Addon was updated November 8th, were the APU Changes later on?

Blender 4 was released on November 14th. Assuming the importer addon came from here, there's no mention of changes for version 4 as far as I can see.

Correct that is the plugin, I messaged the developer but I haven't gotten a response back so I am just going to assume its not compatible at the moment until further notice. XNA Lara is on the same boat last update was before November 14th so I am probably just having this issue due to bad timing

If you don't need to use Blender 4, 3.6 is still the LTS version so you could install that alongside version 4 and use that for the moment. I have 5 versions installed here and all run independently with their own settings. Just don't work on and save the same file with both versions 3 and 4 because you could run into compatibility issues.

Thanks ill try it out today and see if it works

@JohnEason Unfortunately I am getting the exact same kind of traceback error on version 3.2 and 3.6. also asking for a module folder that doesn't exist in my Blender 3.6 and 3.2 files as well. Most of the errors are addon python scripts

I don't know python myself but it looks like a problem in the importer code or the file you're trying to import rather than within Blender itself so we can't help you here I'm afraid.

@JohnEason Issue is fixed, addon was updated to 4.0 and it works now, I now at least know what to look for when an addon is out of date at least

Good to know. I expect questions about errors with out of date addons are going to appear here quite frequently!


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USD Import Context Error
I am trying to import a USDC file, I am using a custom built QT tool that has a UI, that I am using to manage my assets but each time I try to import something I get a context is incorrect issue.
Any help would be great!
Traceback (most recent call last):
  File "F:\Pipeline\studio_global\master\dev\tools\scene_manager\tabs\build\ui\build_tab.py", line 290, in <lambda>
    self.build_btn.clicked.connect(lambda status,: self.C_build_btn())
  File "F:\Pipeline\studio_global\master\dev\tools\scene_manager\tabs\build\ui\build_tab.py", line 423, in C_build_btn
    bpy.ops.wm.usd_import(filepath=usd_file_path)
  File "C:\Program Files\Blender Foundation\Blender 4.0\4.0\scripts\modules\bpy\ops.py", line 109, in __call__
    ret = _op_call(self.idname_py(), kw)
RuntimeError: Operator bpy.ops.wm.usd_import.poll() failed, context is incorrect

Hello, without seeing the part of your script that calls this, it's hard to know exactly why this error pops up. Cheers

Hi, basically the function that is running this, only has the bpy.ops.wm.usd_import with a usd_file_path as argument to export to , just those 2 lines.


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Operator menu appears as micro dropdown but can't expand it to see options
my Operator Panel does appear in lower left corner, but it's width has somehow shrunk and does not respond (meaningfully) to clicks, click-and-drag, right-click, etc..

Left clicking only toggles the menu arrow from pointing right to pointing down (as depicted). Neither state allows me to expand it to see items.
I've tried editing Interface preferences >> resolution scale AND I've even tried Edit>Preferences>hamburger menu> Load Factory Preferences but there's no change in appearance. Please Help!

Blender 3.6.5 on Windows 11

Hard to say but your whole UI in Blender seems overscaled. go to preferences -> interface and try to adjust resolution scale and see if that helps you

Mentioned at least 5 times before here, so far with no definite resolution. https://blender.stackexchange.com/questions/305257/how-can-i-expand-the-operator-panel and others...

Is there any chance this file was saved in Blender 4.0 and then opened in this version?


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Best way to repair a model (3D xray model)
The standard format for this is dicom. I used a free converter to make a stl file out of it.
Unfortunately it didn't do the best.
Is there a way to repair this model, because redesigning it from scratch will propably mess up the proportions?

I see by an Internet search "dicom to stl converter" that there are a few free, and paid, converters. Is there any chance that using a different one would give you better results?

I used invesalius-3.1.1
Maybe a different one will make better results, i will try it.


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Problem with rigging character and paint weight
I've modeled this character and rigged with meta rig. As you can see on screenshot, my hand is pulling ear, beard and some other parts of head although paint weight is completely blue for all parts of hand rig. I've had similar problem with jacket, but merging all by distance in Edit Mode solved problem with jacket. Can anyone help me with this problem. All parts of head all joined.

Having a weight of zero doesn't mean a vertex won't move in response to a bone's movement. The vertex has to be removed from the corresponding vertex group of the bone to ensure it is not influenced by the bone. This only becomes an issue when the weighting of the model is still in-progress as vertices won't necessary have a non-zero weight to any of the bones. In your case, the head is probably still not skinned to the head bone.
In summary, you have two options:

Assign the head vertices to the head bone.
Remove the head vertices from the vertex groups of the arm bones.


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How do I control my collection/object rotation after applying align euler to vector?
I'm new to Blender and I'm trying to make a cake with mini strawberries sticking on the sides around the cake. So far, I got them to the position I want them to be, but I'm having trouble controlling the rotation of them. As you can see, each mini strawberry seems to have a random rotation. I'm using Sample Nearest Surface and Align Euler to Vector to get the mini strawberries to orient them correctly onto the surfaces of the cake base.
What can I do to have more control over their rotation? For example, how do I make them all the same rotation? Or how can I make their rotation random within a determined range?
Attached an image of the node tree I'm using.

Use 2nd Align Euler, example: https://blender.stackexchange.com/a/306540/60486

@MarkusvonBroady Hi Markus! Thanks so much for your reply. This seems to be the right solution but I don't know how to apply it with confidence. This is my first time using geometry nodes so I haven't fully grasped the significance of the different ones in your example yet. For now, I tried adding a 2nd Align Euler and it worked to make the orientation the same. However, I'm not fully sure what I did and how to manipulate the rotation further. Again, thanks so much! I appreciate your response and the thorough answers you provided in the other posts :)

Check out also the "Rotate Euler" node, you might want to rotate it in local mode around one of the axis (probably around local $z$ axis)

If you don't want to be restricted to geometry nodes: For a use case like this (scattering objects above a surface with equal/random/controllable rotation) I strongly recommend the free Blender Add-on Gscatter which has plenty of tutorials on YouTube (by the creator). Gscatter uses Geometry Nodes under the hood.


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The result of the rendered animation is different from what has been done in Blender
I did the tutorial with the link (https://youtu.be/au5bwPB5pi8&t=6m23s ) and it worked. But the rendering results are like this:

Tried to change the settings from CPU to GPU from the answer to another question but it didn't work. The question:  why my render result different from render preview（problem has been solved）
The file : https://blend-exchange.com/b/KywbAepy

You have the render setting for the top crossbar object (001) disabled in the Outliner.
Select that object then hover the mouse cursor over the Outliner and press the . (period) key. This will expand the outliner and show the selected object. Then just enable the R/H camera icon and re-render your scene.

I can't see all the objects in the right sidebar, but there's a chance you might've disabled the rendering option on one of the objects and didn't notice.
Next to each object there are two icons, an eye and a camera. The eye controls whether or not you can see an object when you preview it in the viewport. The camera controls whether or not you can see the object when you render the scene.
In the second photo, the cube object's camera icon has an x over it, which means it doesn't show up in the final render.

Those images in your answer are from a different question and have nothing to do with the poster's question, however you are correct that rendering for the top crossbar (labelled '001') is disabled in the Outliner.


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I can't get the image apply correctly
I can't get the image to apply correctly. I tried UV unwrapping it but I can't get it to work properly. It works fine on a square shaped objects but whenever I try to apply it on an unusual shape objects. The image is distorted.

I think we'll need to see your Blend file preferably with just the object which is causing problems in it. You'll also need to pack any image(s) used into the Blend file which you can do via File > External Data > Pack Resources before sharing the blend file. You can share it via https://blend-exchange.com/ if it's under 30Meg in size following the instructions there to copy the link on that page and then edit your question here and paste the link into it.

Have you tried different projection methods?  I.e. cube project?

Yes i have. And it still doesn't work. I have tried to upload more pictures.To give you a better idea what is going on but for some reason it only letting me upload one picture.

please pack your images (File > External Data > Pack Resources) and share your file

Ok, I've found a solution to your problem. Read my updated answer.

[UPDATED]
I've examined the newly added file – and I've found the source of your problem.
The objects in your file are made using Boolean Operations.
Booleans have many side effects and you've experienced one of them:
after objects have been interacted via booleans – the result object inherits BOTH uv-maps.
Non of which does work correctly with the new geometry. That's the reason for many glitches, including the one you've experienced in this case :

To solve this issue you need to delete the old maps [–] and create a new one [+].
After that you can unwrap the object:  either automatically (using Smart UV Project) or manually (which is a better option)
I've made the manual unwrapping for you. Now your objects look this way :

You can adjust how the texture applied by moving, rotating and scaling geometry in the uv-editor – it's on the left side of the screenshot here :

(1) Here is the fixed file:

(2) And  - since I've completely rewrote my answer - the link to the video about the manual unwrapping I've mentioned before: =VIDEO (link)=

Thanks for the advice. I will take a look at the video.

I uploaded the file.

Thanks everyone for the help.

@Brian Mason if the answer is correct please mark it as such   ;)


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My glass material gets dark during rendering
I am currently working on a fake parfum/vodka commercial (realized too late into the process that parfum bottles are meant to have spray tops) but my liquid material gets really dark during rendering even though it is fine in the viewport.
I have attached both images for comparison. Preview
And render

And the liquid and bottle node setups

Nohting really complex. I'm using Cycles here.

hello maybe some faces are overlapping? Could you please share a part of your object (remove the useless parts)

Try to increase the maximum light bounces for everything (Render Properties > Light Paths > Max Bounces).

Check the Outliner for objects disabled for Viewport, but still enabled for rendering.

@moonboots Thanks, this was the problem. But I added Mr A's solution for good measure. [And here's the link to the blend file  The models are basically the only thing in the file.

I can't check the file as it asks for an authorization ;)


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How to make 3D model from spot elevation geodetic map
I need help, and I could not find the answer anywhere, so if anyone knows how to do it, please tell me.
First of all, I know there are probably better tools to do this. But I would like to do it in Blender if it is possible or rational at all. My skills in Blender are very basic, but I am planning to learn it more.
I have a geodetic survey in PDF:

And I would like to create a 3D model of it. Can someone please recommend steps on how to do it?

Hello do you have a greyscale image? You would use it as height map

If your only data is this "dead" map, without a file with (X,Y,Z) coordinates, you will have to enter those values one at a time. The "brute force" steps might be: (1) Import the picture as a plane. (2) In Edit mode, top view, add one vertex and move it at a spot position to set (X,Y). (3) Enter its elevation as Z. (4) Select vertices by set of 3 and make a face. (5) Save as often as you can ! You can use the top-left scale in the PDF file to rescale your data now in Blender.

@moonboots - no, I just have this vector image/pdf :(  Thank you for your interest in helping.

An other way is to start with a basic plane (4 vertices), or a triangle (a circle with 3 points). Move these vertices to 3 or 4 spot positions. Then extrude new vertices and move these to adjacent spot positions. Edit Z coordinate afterwards.

@StefLAncien - Thank you very much. The "brute force" approach is an option for me, but due to my lack of knowledge of Blender I had to ask if there was a better way.
Thank you again.

I wonder if maybe AI could be used to convert the image to a list of coordinates... For example, here the AI will detect text: https://portal.vision.cognitive.azure.com/demo/extract-text-from-images and in JSON output give the x y coordinate, and of course text. For most points, the actual point would be a little bit to the left and down of the bottom-left bounding box corner. The text value would then become the z coordinate. So this process can be automatized for the most part.

thank you @Markus von Broady, z coordiante is not a problem OCR can do that, i will try and check if AI can get x,y coordinets from the image right


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How to put flat shapefile of a glacier on top of 3D landscape/terrain
I have imported with the add-on BLOSM the terrain showing a glacier in the Swiss alps. Additionally I imported with BlenderGIS the shapefile of the glacier shown in the terrain. Now I want to snap this model onto the 3D terrain and assume that the snap tool is the way to go. But as I am still very much beginner I am facing some major challenges:

The imported model of the glacier is only one complex, flat face with hundreds of vertices (in the picture below I extruded it in z-direction). I assume I need to subdivide this one face before I can work with it and snap it to the terrain below, correct? How am I doing this. As said: it is one face surounded by hundreds of vertices.
how do I use the snapping tool to "lay" the glacier smoothly on top of the 3D terrain? Is Snap with -> Face Project the way to go? If yes, how? I tested it with a a simple plane but it didn't work easily....

Thanks for helping an enthusiastic blender beginner.... :-)


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Normals map cause some issue in render
This problem is so weird,the normal map will make the surface shape. I had tried turn the Normal map to non-color and turn on shade smooth. However,they do not work.

Thanks for helping!!!!!

There are a few potential issues.  If normal map was made for DirectX (most games) rather than OpenGL (Blender), you will want to invert the green channel of your normal map.  If you have custom normals, they may or may not need to be cleared.  If they were made for an app that triangulates differently, you may need to try alternative triangulation with a triangulate modifier.  A file, with packed textures, would be necessary to help you troubleshoot-- but, your question is almost certainly dealt with elsewhere on the site, and you could probably get ideas about what to try.

Is your normal map's color management set to non-color and how is it plugged in your shader?

Here is a related question to Nathan's comment: DirectX vs. OpenGL normal maps -- another thing you can try is to clear custom split normals (the button at the bottom right of the picture) that often cause shading problem for imported objects.


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Is there a way to align the view to a non-active camera?
I have multiple cameras setup in my scene at predetermined locations. Pressing Numpad 0 will align the 3D view to the current active camera. Is there a way for me to align the view to a camera that isn't active?
I want to have multiple panes with each one aligned to a different camera while I'm working on the scene. Currently, I have to manually move the view in each one to be (roughly) in the same position as the camera I want to look through. It'd be better if I could automatically align the view to the exact location of any camera.

I don't think this is possible. Both the UI and the python API don't offer a way to set the 3D view to a camera that isn't active, as far as I'm aware. See how to set it via python: https://blender.stackexchange.com/questions/30643/how-to-toggle-to-camera-view-via-python

@rjg thanks for that link. Kinda disappointing this isn't a built in feature, but at least there's a workaround

One quick workaround which provides approximation is to use Align View to Active command to align viewport camera to currently selected but not active render camera.

Roughly the procedure would look like:
1. Selecting camera you want to align viewport to.
2. Running View Selected command (as one way to center viewport to selection).
3. Running Align View > Align View to Active > Top (in 2.79 layout it was Shift+Numpad 7).

Awesome! Not as clean as a built-in feature, but it's pretty much exactly what I needed, thanks!


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Assigning a shortcut to hide/show multiple particle systems in Blender 2.8
I have a mesh with multiple particle systems.
I try assigning the same shortcut to hide/show them but it doesn't work. The key only works the fist particle system I assigned it too, when logically it should work for all of them at the same time.
Is there a way to quickly hide/show multiple particles systems using a single hotkey?
What am I missing?

you talking about toggling the viewport visibility of the particle systems, or the particle system modifiers?

Toggling viewport visibility. It's like the assign shortcut command is broken. If I bind a key to multiple buttons, I expect the key to toggle those buttons.


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What is the name of axis-picker like UI element
I'm developing an addon and i would like to use an input that looks like the standard axis picker - can you please provide me some help how can i show something like this on the screen?

Currently i'm using EnumProperty but it looks like a standard combo-box and i would like to be consistent with blender's UI.

You can use layout.props_enum to automatically display the list of Enum properties.
I didn't succeed in displaying them in a row though, so you can iterate over the enum items with  layout.prop_enum and display them in a row.
Adding {"ENUM_FLAG"} to the bpy.props.EnumProperty's options parameter lets you select several items with SHIFT + Click.
Note that a flag enum returns a set containing all the selected items as their string identifier, and not a single string value like regular enum props. If no item is selected, it will return an empty set()

import bpy

class HelloWorldPanel(bpy.types.Panel):
    bl_label = "Hello World Panel"
    bl_idname = "SCENE_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        row = self.layout.row(align=True)
        row.label(text="Axis")
        row.prop_enum(context.scene, "my_enum", "X")
        row.prop_enum(context.scene, "my_enum", "Y")
        row.prop_enum(context.scene, "my_enum", "Z")

def register():
    bpy.utils.register_class(HelloWorldPanel)
    bpy.types.Scene.my_enum = bpy.props.EnumProperty(
        options={"ENUM_FLAG"},
        items=(("X", ) * 3, ("Y",) * 3, ("Z",) * 3)
    )

if __name__ == "__main__":
    register()

Note you can replace the three layout.prop_enum lines with  bpy.types.EnumProperty.enum_items_static :
for item in context.scene.bl_rna.properties["my_enum"].enum_items_static:
    row.prop_enum(context.scene, "my_enum", item.identifier)

Which is a bit more convoluted but cuts on the copy/paste.

Answer
You can find the code that creates that part of the overlay panel around line 6118 of space_view3d.py:
        sub = split.column()
        row = sub.row()
        row.label(text="Axes")

        subrow = row.row(align=True)
        subrow.prop(overlay, "show_axis_x", text="X", toggle=True)
        subrow.prop(overlay, "show_axis_y", text="Y", toggle=True)
        subrow.prop(overlay, "show_axis_z", text="Z", toggle=True)

As you can see, the UI consists of a row with a label and 3 buttons, one for each of the three properties show_axis_...  So the best thing to do would be to replace the EnumProperty with either three BooleanProperty values, as the UI does in this case, or a BooleanArrayProperty with 3 values, if that's more suitable to your purposes.
How to locate such things:
If you are going to do Python development, it is good to edit Preferences → Interface and enable Developer Extras and Python Tooltips.
Once you've done that, you can often find the source code for part of the UI by hovering over the relevant bit, right clicking, and selecting Edit Source from the popup menu.  This will bring the relevant Python into a text block that you can then view in the text editor.
However, that doesn't always work, and in this case it didn't, because Active Button match cannot be found.  So I did a bit of research.  Instead of looking for the button, I looked for the panel, by hovering over the icon for the drop down. This brought me quickly to line 786 of the same file:
        sub.popover(panel="VIEW3D_PT_overlay", text="")

which told me to look for the source code for the panel VIEW3D_PT_overlay class.  But that didn't quiet work because it turns out that the panel is actually composed of a simple header and a series of subpanels.  Fortunately, the relevant subpanel is immediately after the panel in the source code and looking for "Axis" found the code above.


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Is it possible to create a custom asset browser menu and a custom inner asset browser window?
I want to create a custom asset browser with additional custom features.
How can set custom asset browser menu like (in Data -> File Browser, Asset Browser, Spreadsheet, etc...) and on click that menu opens like existing asset browser(but here I also want a custom panel, operators....).

Hello! Short answer is the only way to do it currently is to modify the source code.

Please guide that how can i do that?

Do you know how to code in C / C++ ?

No, I don't. But I know python.


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fluid simulation does not start
I set everything up correctly (I compared it on YouTube), but the particles do not appear. I attach the file (I brought everything related to the simulation to a separate collection). I would be grateful if someone answers. https://drive.google.com/file/d/1mInt4pvlpNCq8WjVbo8Ea9WjXhuHY1bm/view?usp=sharing

If you make your hole bigger and set your resolution to 300 you will start seeing water:

maybe first move your inflow outside of your other object so that it is "free" in the domain without obstacles, so you can check whether the resolution is ok now. If water is coming, move the inflow back into your "hole". If it doesn't come out, you know that your "hole" is too small. So you can know whether your geometry is the problem or your resolution.


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Fluid simulation don't work
I set everything up correctly (I compared it on YouTube), but the particles do not appear. I attach the file (I brought everything related to the simulation to a separate collection). I would be grateful if someone answers.
https://drive.google.com/file/d/1Il5ISmUZ-f1-vounSpEx7oApbUYCpKsq/view?usp=sharing

to add to Chris' answer, after applying rotation and scale of the 2 objects (domain and inflow), and after recalculating the inflow normals, you can increase the Liquid > Sampling value of the domain up to 5 for example, your inflow object is probably too small for the moment. Then Cache > Type > Press on Replay

*** UPDATE ***
Thanks for updating your file.
You can see the "resolution box" in the edge of the domain. Just try to change the resolution, then it should be visible.
Still your resolution is too small.
And also your "opening is too small". I made your hole a bit bigger and turned up the resolution to 300, then i started seeing water:

well...your first sentence of your question is pretty self confident...but honestly i have to say: i can't believe that. You made the "typical" beginner mistakes - which we all made - me not, i made them 10 times. ;)
First, you have to make sure that in your models the face orientation is right. Blue means: it's ok. Red means: inside (normally means wrong because you cannot look inside of objects - yes, there are exceptions...).
you can check your face orientation here by checking "face orientation":

you repair face orientation by clicking a red object, press TAB, press A, then SHIFT-N. Then tab again. Your object should now turn blue.
Next beginner mistake: you should have applied scale and rotation in simulations, else the simulation will go pretty wrong or weird or won't work at all. (your scales were sometimes even negative...)
If you apply scale and rotation, your transform panel looks like this:

Scale is 1, rotation is 0.
To do that, select your object, press CTRL-A, and choose Rotation & Scale.
Now to your resolution in your domain and your inflow:
This symbol on your domain object:

shows your minimal "water pixel". So if your inflow object is smaller than that - nothing will happen. You should make that "water pixel" so little that it fits a few times in your inflow object.
after changing all this, and your simulation still won't work, please upload your "repaired" file again.

I was just browsing, and had no idea what that little thing meant. Thanks for the random good advice, stranger.

you are welcome

Thanks for the answer. I changed the scale and rotation angle (and rotated the edges to be blue), but it didn't work. As I understand it, in order to change the size of the "water pixel" (which is not visible in the output, please tell me how to show it) you need to change the resolution to higher values, but the simulation does not start. Here is the modified file: https://drive.google.com/file/d/1mInt4pvlpNCq8WjVbo8Ea9WjXhuHY1bm/view?usp=sharing


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Rig transforms using rigify and follow path constraint

I've been learning blender for a couple months now and I have created a character that I am attempting to animate. The rig for my character was created using rigify which worked wonderfully initially.
I have since been animating my character however, I found that at one point the rig no longer responded in pose mode when trying to rotate transform the bones.  I have found that the transform menu and the object properties is responsive to rotations however, I'd like to be able to transform the bones more naturally in pose mode.  I would note that I'm also trying to incorporate a follow path constraint as well.. not sure if this may be playing a role.  I can re-rig my character and start fresh for future animations, but i would like to avoid having to go that route if possible..
In the attached image, the purple section is where i'm unable to rotate transform bones, but i'm able to do so in the orange sections.
Is there something I need to tweak or adjust to enable me to be able to rotate my bones in pose mode again?
Thanks!

Odds are good that you've accidentally enabled some "Affect only" option.  Look in sidebar/tool/affect only, make sure nothing is checked.

What Nathan said, or you're trying to use the FK bones when you're in IK... The image you posted is not very helpful, to be honest. I literally have no idea what I am looking at...


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Why does my glass look black (not transparent) in the rendering mode?
Hi everyone, I have a question: Why does my glass look black  (not transparent) in the rendering mode? I have these problem since yesterday, before that I did other projects, the glass stays as a glass... I also put this cup in the other project, which "glass" works, and the cup turns out to be transparent! So I think some settings in the software are different since yesterday, but I can not figure out what...
Thank you for your help!!

Your Roughness is much too high. For anything else there is not information in your question. (Render Engine? If Eevee, what are the other settings like Blend Mode, Shadow Mode etc.?)

... trying it with my own cup this looks a lot like Eevee with the material set to Blend Mode > Opaque and Shadow Mode > Opaque.


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snap to face not working...below surface overlap upper ones
i ma new to blender...i have two faces...while i enable snap to face with tick the project on to self and project individual elements...and hit g and enable proportional editing...the below surface overlap the upper ones...while i want upper surface cover below surface without overlapping..but the final screen is like this

This is a classic caveat of snap-to-face. I'm assuming you have it set to "closest". All vertices will snap to the closest face to the camera. In this instance, it has the side effect of causing some vertices which were previously on one side ("below") of the surface to snap above it.
A mesh isn't explicitly always a proper shape; so we have to watch for these things, and outside of looking at normals, all vertices look the same internally. So non-manifold meshes are unfortunately perfectly possible here, and the tool is actually working as intended. So let's look at how we get around your problem...
The best way around it is to snap it one side at a time—only select the vertices closest to you, snap them, then change your view position and move on to the rest. (If you're fortunate and only have two sides to worry about, you can press Control+I to simply invert your edit mode selection; then switch sides. It's hard to say how that will work for your torus, though.)
Another option is the Shrink Wrap modifier, which also allows you to fit one mesh over another and even provides an offset. If this sounds complicated, you might see if Shrink Wrap does the job better for you!
Speaking of meshes not always being proper shapes, the last thing I can suggest—bearing in mind that I'm not sure what your end goal with this project is—is to try out some of the non-mesh shapes like a NURBS torus or a curve. They have their own issues, but they don't have this one, and when you have your final shape figured out with them, you can press F3 and "Convert to Mesh"; and it will produce a mesh matching that shape.
Welcome to the community!

i apply shrink wrap but still problem exist

Hmm... You might try checking your topology and normals then. If you go to edit mode, select all vertices, and F3→Smooth Vertices, it might help sort it out (options will pop up in the lower left of the viewport, they're easy to miss). Also, try turning on normal checking (edit mode, box in the top-right of the 3D Viewport that looks like a Venn diagram, normals are at the bottom of its menu) and make sure they're all facing the same way; if not, select all of them and F3→"Recalculate Outside"; then try it again. Either one could mangle this.


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Is it possible to import FBX and "Update Animation"?
There's a feature inside 3D Studio Max that allows you to import an FBX file and "Update Animation" so that if you're importing with an existing rig in the scene, instead of bringing in the bones, it updates the existing ones to copy the animation data.
I can't find the option with a regular FBX import in Blender so I'm wondering if anyone knows an equivalent.
Thanks!

See if this tutorial about using animations from Mixamo helps.

Thanks for the link. So yeah, it looks like re-targeting is the only way to do it? The reason I was hoping for Update Animation is there are no steps. It's a one-click solution. But re-targeting looks simple enough in Blender so I'll follow it for now :)

You can also use the animation library in Blender 3.0. Not too sure about the tutorial though! :^)

Yeah the tutorial was a good starting point. Using the NLA editor is definitely a great way to transfer the animation from one rig to another, now I'm just trying to figure out how to collapse it down into a single file so I can delete the old rig and export to UE4. I've been using 3dsMax for 20+ years so learning blender is quite different but man this software is amazing.

Yes is possible. Try this good video tutorial from youtube: How to combine and edit Mixamo animations in Blender?