text:
trying to put a hole in a rigged character for animation
For an animation I'm making, my character grabs a piece of his chest and removes it from his body, leaving a hole. I'm struggling to accomplish this, I'm currently trying to use the add-on AnimAll which allows key-framing in edit mode but when I try to put in the hole, it ruins the whole character and I'm not sure how I could achieve this effect without ruining the rigged character.

Show some screenshots, most importantly character topology.

You can go into edit mode, select the vertices that should create the hole and press P to separate the selected elements. This creates a new object which retains all previous behaviours: parenting, armature, weights, modifiers, ecc ... You will have to add a bone for this new feature and do some manual weighting..
Another way is using shape keys: create 2 new shapekeys, then with the second selected go into edit mode and change the shape of the mesh until the hole looks the way you want, then in object mode you can animate the shape key value.
Using AninAll on vertices that have been animated by a rig can lead to unpredictable results.


text:
Importing and exporting blender user preference files?
I spent some time doing a project in two different computers (personal computer and a shared one in the 3d course), and one of the annoying things was that I always had to reconfigure Blender. It seems that not all settings are bound to the .blend file (things like solid OpenGL lights for the viewport).
Either Blender stores the settings in its installation directory or in the user folder, and both aren't that practical to access in a computer that's not yours (some lock the access to the Program Files folder, for example).
So, is there any plugin that can import and export the user preferences to/from a convenient file (a .xml, maybe?) Installing plugins is something I've been able to do even when I'm not logged in as admin the course machine, so it's a good workaround.

All settings are saved in either startup.blend or userpref.blend both of which are saved in the app data folder, Exceptions may be keymaps which can be exported anyways, and per-file preferences which may override defaults. If you jump computers often consider a portable install from a zipped setup instead. No need for aany addons.

You can use the free Blender Cloud add-on to sync your preferences between different computers. It's a free feature, just requires a Cloud account. More info at https://cloud.blender.org/services

source: Stack Exchange

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

sort: votes


text:
How to get the name of the object from its coordinates (in object mode)?
How can I find the name of an object given certain coordinates?
What if there was more than one object with its origin at that point?
Thank you and I apologize for any errors: translated with PC!

All objects with origin within a tolerance of cursor.
Simple script to make a list of all objects whose origin is within a tolerance TOL of the scene.cursor_location.
import bpy

from bpy import context
scene = context.scene

TOL = 0.1 # get all objects within 0.1 bu of loc
#use cursor for location
loc = scene.cursor_location

obs_in_location = [o for o in scene.objects
        if (o.matrix_world.translation - loc).length < TOL]

print(len(obs_in_location), " at ", loc)
if len(obs_in_location):
    for o in obs_in_location:
        print("\t", o.name)

Thank you,
but I don't want to use the mouse position: I have a series of coordinates (x, y, z) and I would like to know from script if in a given position there is an object and if there is its name.

It's not the mouse position it's the 3D cursor. Edit such that loc = (x, y, z) then.  The 3D cursor position was only being used as a basic example.  There are no coordinates in question.

!!! sorry! Grazie.

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


text:
How to export a texture as jpeg or png?
I downloaded my Blender model from the Internet, and it already had built-in textures for its materials and meshes.
How can I download the texture as a .png or .jpeg to edit it?

I have literally no idea what you are talking about . . .

I just wanted to know how to save a texture from a Blender project onto my hard drive

If I understand your question, you want to save on your hard drive a texture from a Blender project: open a window as UV image editor window, select the texture from the drop down menu (which contains all the images in the project) and choose "Image - Save as image".

Thank you Soo much, you have no idea how much this helped

For those using Blender 2.9, in the UV window, you would go to the top left where Image - Save As... would be. You can also press Shift Alt S to quick save in UV editing mode.

When a model I download has BMP or other files that are PNG for the textures, I use this. I hope it helps you!
https://image.online-convert.com/convert-to-png

How does this help? The question is about saving textures from within blender to ones computer.

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


text:
Keyframe visible on timeline, but no keyframe markers in dope sheet

While working on my third animation in Blender (a couple of fighter craft taking off from the launch platform), I wanted to smooth out the transition from VTOL to horizontal flight by slightly shifting the timing of a keyframe. I opened the dope sheet, thinking it would be an easy fix, but I found that the key frame markers are all gone, despite the keyframes still being there (see the timeline for proof of that). All I can see is a few bar graphs. Is there some weird setting I've accidentally enabled? Can I switch back to the normal visualization of keyframes that is easy to work with?

Make sure your object is selected.

The moving object is selected, otherwise the keyframes wouldn't show on the timeline. No markers appear no matter what object I select.

From what I can tell in your pic, the model you've selected is highlited ok in the DopeSheet, but you haven't expanded the little arrow at it's title strip. This should reveal it's keyframes. (The bar graphs are something I've not seen before)

Saving, exiting and restarting blender fixed the problem.  I still have no idea how I got the bar graphs in the first place, but at least they're gone now.


text:
Armature: automatic weights not working correctly
I've rigged a few models and automatic weights always worked pretty good, compared to what's happening to me now. Vertices assignment is all over the place and I don't know why. This happened only on 2.79 but it might be an accident. I know automatic-weights isn't perfect, but it used to work so much better in the past for me, way more accurately. Just asking whether maybe patch changed something, or did I mess some options?

Can you upload the file?
I recently had the same weird weighting occur and the answer was that my normals were pointing inwards in one segment which threw off the calculation.

Look for (and fix) holes in the mesh.  Automatic weights can "spill" out of these holes and contaminate other parts of the mesh from the outside.

Happend to my model as well, exactly as you described.
Weighting couldn't be solved on the model, so I removed entire head and then applied armature with automatic weighting. Weighting was solved as in the bottom image (some weight, though not visible, was all over model). Then I removed eyes, glued head back to the body and weighting was solved normally.
I had bones sticking out of mesh when got this wrong weighting.

what exactly did you do? Can you explain probably in which situation you removed your eyes from what

Sorry, I described it completely wrong :-\ I'll edit my answer in a couple of minutes.

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


text:
I'd like to move the 3D Viewport back to its starting position
When Blender starts, the 3D Viewport has the default cube in the center of the view. The vantage point is slightly above and to the side of the cube. After you move, pan, or zoom the viewport, the view is different. I'd like to get that original vantage point in the viewport back.
** Note ** this has nothing to do with moving or changing the Camera in any way.
Here is what Blender looks like when you open it. This is what I would like to get back to after manipulating the viewport.]1

@Chris change the what now? Where are you getting a vector input for the viewport?

You can hold Shift and press C to get the original distance. You'll have to rotate manually to get the angle right, though. Do you need it to be absolutely precise, or will "close enough" do?

Shift + c, in addition to the behavior already mentioned by Christopher Bennett, also centers the 3D Cursor on the Worldspace origin, which may or may not be desired behavior for the OP, depending on circumstances. I would like to ask if there is a way to get the cursor centering behavior in a hotkey without the shift in camera position coming along with it. I find the prospect of those two functions being triggered by the same input very odd, and never useful.

Thanks for responding, I'm learning a lot about Blender and how to use shortcuts, which is always appreciated!

When you first open your file, and you see the viewing angle you would like to preserve, begin by creating a new camera with Shift + a to bring up the Add menu, and then choose Camera from the list. The new camera will appear at the location of the 3D Cursor, which is typically located at the World Space origin when the startup file first loads.
What you are going to do is move this new camera so that it occupies your current viewing angle. You will be able to return to it later.
Select the new camera in the 3D Viewport. In the Outliner, uncollapse the listing for this camera to expose its underlying object data node. Select that node and the camera now becomes active (this becomes apparent by the fact that the little yellow triangle at the top-front facing of the camera in the 3D Viewport becomes filled in with solid color, instead of remaining an empty, wireframe-ish arrow indicator). The reason for making the camera active is so that the following step will work.
Now press Ctrl + Alt + Numpad 0, which will force the currently active camera to take on your viewport's current viewing angle.
Now you can orbit your view as you wish without worrying about losing the old viewing angle. When you're ready to return to it, press Numpad 0 by itself, and you will return to the original view. However, you're really returning to the view of the camera you placed at the original viewing position. For this reason, you might want to go into the Item tab of the Properties Shelf and lock all the transform channels for your camera (padlock icons), so that it won't ever move from that position later, not even accidentally.
Finally, If you save your startup file afterwards (File > Defaults > Save Startup File), then this new camera setup will always be available at the beginning of every project.

Thanks R-800! That's very helpful, and gives me lots of ideas for multiple cameras. I'm coming from Unity3D, and I have a similar system I use with that IDE.

You can click the + at the top of the window and create a new Layout Workspace.

Thanks Allen, I'll use this too! (You guys came up with great suggestions!)

As a beginner myself I too feel the need to return to the starting position in the ViewPort after turning everything upside down and backwards.
After learning the numpad shortcuts (1=Front, 3=Right Side, 7=Top) and (2=Down, 4=Left, 6=Right, 8=Up, 9=Opposite) my goto shortcut combination is:
38844 (3=Go to the right side of the cube, Move up 2x, Move Left 2x).


text:
Camera moves location when rendered. Why?
The final render is different than the camera view previous to rendering. Not sure where I went wrong.
This is the camera view:

This what the render spits out:

Camera and Output settings:

Through my detective work I've figured out that the butterfly object is the problem. I appended it from a previous file into this one and that's when the render messes up. I've tried starting a completely fresh file and and rendered the basic cube and the camera was perfectly fine. However, once I dropped in the butterfly it gets wacky. Any help would be appreciated!

As tod doeh has indicated, there are plenty of potential reasons for this, and you're not showing everything.  Another potential reason is some kind of dependency loop.  People would need a file to help you out.

Without seeing the file, I kind of don't think it is an object (butterfly) problem. My guess is that you have different viewport and camera focal length and/or shift settings (make them the same). Maybe you have lock camera to viewport on. Turn that off (in the right side tabs).
Also maybe instead of appending try opening both blender files in separate 'blenders', and then copy/paste the butterfly object rather than appending. You might be appending some subtle thing that gets pulled in by the append functionality.


text:
How to make spiral with editable vertices
I want to make a (very rough) model of a cochlea in an ear. However, whenever I look up a spiral tutorial (I'm very new to Blender) and follow it, it has me make a spiral that when looked at in edit mode only has vertices in the center of the spiral. If I want to make some parts of the spiral wider, for example, I cannot do that. I need vertices on the outside. Does anyone know how to do this? I don't really know if I'm explaining this right.

I need coffee. I read "How to make spiral with edible vertices." which made me do a double-take.

You can change the radius of parts of a curve by selecting the control points and changing the Mean Radius value in the N > Item > Transform panel. Once  you're reasonably happy with the curve, if you want to have the vertices on the surface, you can convert it to mesh by selecting Convert to > Mesh from the right click menu. It'll probably harder to control as a mesh though, since you'll lose the parametric nature of the curve, so I'd suggest making a copy first.

As a bonus, if you enable the "Add Curve: Extra Objects" add-on from Preferences > Add-ons, you get many curve presets in your Add menu (Shift+A), like so:

I actually used the add-on in the tutorial, I just wanted the "convert to mesh." Thanks! And I'll use the radius tip too.

They probably used modifiers to create the spiral.  You can apply all of the modifiers at once by entering Object Mode and pressing Ctrl + A -> Visual Geometry to Mesh.
Here's an example default cube with Bevel and Subdivision Surface modifiers.


text:
Delete overlapping Shortest Path curves in Geometry Nodes
I made a tree with Geometry Nodes using Shortest Path. With this method, there are a lot of overlapping curves that make the final mesh very unecessarily dense (not good for performance).

I'm trying to find a solution to delete curves that are smaller and share the same points position (or edges if it is converted to mesh for this operation) compared to a longer curve in the same position... Or any better solution to have a clean mesh in the final result...
In my research I found a video that aims in that direction: https://youtu.be/MSZobqlYJWY
But it isn't a very good option because I have thousands of overlapping points, and we don't have loop operations in Geometry Nodes...
I'm also using Blender 3.41 so Transfer Attribute isn't available... I tried to use the Sample nodes, Index and Nearest, but can't get the result right.
Someone, help?
Here is the blend file for those willing to help:

Hello, welcome. Please show us your Geometry Nodes setup with screenshots, it's unlikely people can really tell what's the problem just by looking at the final result. Sharing your file on blend-exchange.com would be even better.

Actually this isn't a problem... It is the way the shortest edge path works...
I have the start point aiming to an empty, and the end point aiming to some random vertices at the top of a mesh grid of edges. So from the start point until the end point, some paths is overlaping with others, since they started at the same position. My goal is to find a solution to delete any overlaping points to have a clean mesh in the final result. :)

I came across a hack solution that might work in certain cases. Merge by distance node, which only works for meshes, can be used here with curve to mesh into merge by distance into mesh to curve if you don't provide any curve profile for curve to mesh.
Even though it messes the curves orientation after the merge as it probably has to interpolate the normals from both of the curves, or something. Not an expert by any means.

Yeah! I tried this hack. Like you said for some cases it may work. Storing some curve attributes before transforming it into mesh for merge the distances and then transfer these attributes aftwards, may work...
The problem with tree's generation (that is my case) is that the merge by distance disconnect the curve points and then when you need to use the curve profile to generate the mesh, you'll have several disconected pieces that break the tree shape.
Until now I didnt find a optimal way to generate a clean tree mesh using the shortest edge path... :/


text:
How to animate a sun position clock?
What is my goal:
I want to make an animation of different products in the same studio environment, which shows the product during the course of the day. For that I am using the sun position in the world properties. In the top right corner I want a digital klok which uses the time from the sun position settings. For every product I want to use a new scene (product1, product2, etc), that way I can setup command line rendering and let my pc render every night.
How far did I got to reach my goal:
First problem I got was the time in the top right corner. First I used animation nodes (as advised in this question Show time of day in render), but results were not consistent in command line rendering.
Then I decided to use Leomoon plugin. This plugin has a problem with a little bug in Blender so it won't follow the animation when you parent the text to the camera. Because of that bug I have set-up another scene called "overlay". In the "overlay" scene I set the Leomoon plugin to dynamic and give it the expression bpy.data.scenes["Product1"].sun_pos_properties.time.
The testing of the above scene product1 goes perfect. Problems come when I want to go the second product scene. At that moment the first product scene is not used, so the time does not change anymore.
Solutions I tried:

Make a sun position set up in the overlay scene. It doesn't work, time doesn't change, I expect this is because it is not the "active scene"
I searched a lot to change above expression to the active scene, but I can't find anything useful on that.

Solutions I don't want to use:

Create a new .blend file for every product and only use two scene's. This solution will use a lot of HD capacity because every blend will save all the studio data again.
Create a new overlay scene for every product. I will go with this one if there is no other solution, but that will be so many scenes and a lot of work to make all expressions and compositing use the correct scenes.

Is my goal possible and what would be the best way to reach it?

bpy.context.scene is the active scene. So you can use that with whatever Python solution that works for you as bpy.context.scene.sun_pos_properties.time.
You could also use app handler that gets the active scene anyway:
import bpy

def sun_position_time_handler(scene):
    time = scene.sun_pos_properties.time
    hour = int(time)
    minute = round(60*(time % 1)-0.5)
    text = str(hour).zfill(2) + ":" + str(minute).zfill(2)
    for o in scene.camera.children:
        if o.type=='FONT':
            o.data.body = text
bpy.app.handlers.frame_change_pre.append(sun_position_time_handler)

This will change all text objects parented to the active camera to display time of the active scene on every frame change. You could use another app handler type.
In order to make it work from the command line you have to enable Text->Register for it in the Text editor. You have to have Auto Run Python Scripts enabled in the preferences:

Or you can save the script to a separate file like handler.py and run it from the command line:
blender -b C:\Test\test.blend -P C:\Test\handler.py -a

Thank you for your extensive answer. I only had to change my expression to get to my desired result.

Glad it worked for you smoothly.

While using the expression in the Leomoon add-on I struggled that is why i Switched to your script. It works really smooth in the GUI when you change the time of day "by hand" just like you do in the gif in your answer. However, when I animate the time of day on my timeline, it doesn't work. It doesn't update the time and that way it is not possible to render it in the command line. Do you have any recommendation?

@Zanzi. Sorry, I did not test it previously. You have to use frame_change_pre handler and you have to make sure the script is run when rendering so register it and enable auto run scripts, or run it while rendering from the command line. I updated the answer in order not to confuse people who stumble upon this in the future. Seems to work with simple test scene.

I'm not experienced with using Scenes, but if just having an object on the top right corner in a camera view is enough, I think you can do it with the Geometry Nodes setup below.

The setup has two main parts:
1. First we capture the Time information from the Sun Position panel and convert it into a string so we can create a text object via the String to Curves node. To capture the Time information, you can simply right click on its value box and choose Copy as New Driver. Now we go to the Value node at the very beginning of the setup, right click on its box and choose Paste Driver. It'll turn purple, indicating that it's being controlled by a driver, and it'll automatically update whenever Time changes.
Then, some maintenance: the Time value uses a generic float value, which means when time is $12:30$, for ex, it shows it as $12.5$. We isolate the hour part by using Math—Truncate. We isolate the minutes part by using Math—Fraction, then map the 100-number float value to a 60-number hour value by Math—Multiply'ing it by $60$. We finally join these two parts together by a Join Strings at the end, using "$:$" as the delimiter. There's also a Switch setup in between to make sure it always shows double digits by adding a $0$ at the start if the value has only one string.
2. Next part is making sure the generated clock text always faces the camera and stays fixed on the "screen" (camera view). Always-face-the-camera part is done by passing the camera's location and rotation information on to the text object's, via a Transform Geometry node. We use another one of those to move and scale the text relative to the screen—in reverse order for technical reasons.

Since the text is not an overlay but a real object, it can be obscured by other geometry when camera gets close to them. To fix that, you can enable the In Front option in Object Properties > Viewport Display:

Can you tell in which version of blender the example file is made? When i open it in Blender 3.0 i can't see the time.

I'm using 3.5 Alpha. 3.0 is a bit too old but it should work for 3.3 onwards

Thanks, I did check your file in 3.5 Alpha and this is a beautiful way of creating exactly what I want. I did however go with the solution of Martynas Žiemys because this was closer to what I already created and because it works in 3.0.


text:
Automatically show the texture of selected node (or selected material)
Is there any way to automatically show the texture of selected node (or selected material) in the UV/image editor? When I use a lot of textures in a project, then a manual search of the appropriate texture is annoying.

In cycles you can go to the node editor and see whats the texture you are using in your selected object....

Yes, I know, but when I´m in node editor with specific image texture node, I want to quickly show appropriate image texture of this node in UV/image editor instead of manually selecting...

solution: select required material, eventually required texture node in node editor, after that switch to "Texture paint" mode, relavant texture will be displayed in UV/image editor automatically

This does not affect the image shown for UV editing.


text:
Getting an imported object's name
I am trying to create a list from a directory and import each item with a for loop:
file_list = sorted(os.listdir(path_to_3ds))
autodesk_list = [item for item in file_list if item.endswith('.fbx')]

for item in autodesk_list:
    path_to_files = os.path.join(path_to_3ds, item)
    bpy.ops.import_scene.fbx(filepath = path_to_files)

How can I get the object name of the imported item and export it as object name + ' export'?

You can use Python set operations.

Make a set from all objects in the scene before the import
Perform the import
Make another set from all objects and subtract the set you made earlier

The only objects left in the set are the ones that were imported.
old_objs = set(context.scene.objects)
bpy.ops.import_scene.fbx(filepath="/home/simon/untitled.fbx")
imported_objs = set(context.scene.objects) - old_objs

print("Imported:", imported_objs)

@batFINGER agreed, I changed it.

When calling any import operator (fbx, obj or something), all imported objects are going to be selected (as you may already noticed). To get that selection, you can use  bpy.context.selected_objects:
>>> bpy.ops.import_scene.fbx(filepath="/path/to/file/scene-01.fbx")
>>> [o.name for o in bpy.context.selected_objects]
['imported_obj.001', 'imported_obj.002', 'imported_obj.003' ...]
...

Another way would be an iteration through all objects to check their actual select state: imported_objects = [o for o in bpy.context.scene.objects if o.select].

In case of importing multiple files, you can just add all the new names to a list (initialized before the loop) since all object names in blender are unique by design:
import bpy

files = (
    "/path/to/file/scene-01.fbx",
    "/path/to/file/scene-02.fbx",
    "/path/to/file/scene-03.fbx"
    )

imported_objects = []
for f in files:
    bpy.ops.import_scene.fbx(filepath=f)

    # Object names
    imported_objects += [o.name for o in bpy.context.selected_objects]

    # Object data
    #imported_objects += bpy.context.selected_objects[:]

print (imported_objects)


text:
Delay like a charging key BGE
I was trying to figure out how to add a delay to my BGE game so that it has a cooldown, like when using something.
The only solution I found is this: if you click the button at the exact same tic every 60 tics it will work but not other tics.

There are a few ways of creating a delay. I have two* different ways below.
A timer game property
One simple way is to use a timer property, and reset the timer each time our event is triggered.
I have a game property named "timer" and it is a timer type of property.

The Keyboard sensor and Action actuator are just so my object does something. You only need to add a Property sensor and a Property actuator.
The Property actuator needs to be set to assign a value of zero, this is how the timer gets reset.
Now the Property sensor checks to see if the timer is greater then 1.5 seconds, when it is it will send a True plus to the And controller. If it is not then you will not be able to trigger your action until the timer counts high enough.

A timer game property v2
In this screen shot the logic bricks do the exact same thing as the ones above, but here the And controller is switched out for an Expression controller.

The expression timer >=1.5 checks if the game property "timer" is greater then or equal to 1.5; doing it this way there is no need for the Property sensor.

* It is the exact same method, just with sightly different logic bricks.


text:
Importing camera tracking data from external sources
I can currently export camera tracking information from my own program (outside of Blender).
I would like to import this information into Blender. How do I do this? I can export the tracking co-ordinates in ASCII format as text. Is there any plugin to import them even with changing to a different format (.fbx etc.,)
Any pointers to help me get going?

How about the following function? You would just need to get your ascii data to match the XYZ/RXRYRZ.
import bpy
import bpy.types
import time
from mathutils import *

# positions and rotates an object (globally) and create a keyframe
# at the given frame#
# Change the rotation mode to your liking.
def animate_object( obj, x, y, z, rx, ry, rz, frame_number ):
    obj.location = Vector((x,y,z))
    obj.rotation_mode = 'XYZ'
    obj.rotation_euler = Euler((rx,ry,rz))
    obj.keyframe_insert(data_path="location", frame=frame_number)
    obj.keyframe_insert(data_path="rotation_euler", frame=frame_number)

ex:
cam_positions = (
    ( 1.56,3.13,-1.83, -4.20,-2.58,-3.48 ),
    ( 1.74,3.19,-1.63, -4.40,-1.95,-3.67 ),
    #...
    ( 2.01,3.03,-1.57, -4.32,-1.61,-3.64 )
)

cam = bpy.data.objects["Camera"]

frame_number = 1
for frame_number, cp in enumerate(cam_positions):
    animate_object(cam, *cp, frame_number + 1)


text:
Texture paint brush isn't working

I have an image linked, and I have the right brush selected, but I still can't paint on the object. I tried on another image on the same object just to test and it worked, so I tried deleting and making a new image but it still doesn't work.

While I'm at it I might as well knock two birds with one stone. With the head I'm working on all the hair particles I have added shows up ridiculously bright and really shiny every time I go to render, which is strange because I was following a tutorial and theirs seemed perfectly fine.

According to the rules of this site knocking two birds at the same time is discouraged, asking separate question is what you're expected to do. As to your first question try either selecting all faces of the mesh or disabling Face Selection Masking in the 3d viewport header. Related https://blender.stackexchange.com/questions/14215/unable-to-weight-paint-in-3d-viewport (it's for weight paint but the procedure is the same)

What kind of shader are you using for the hair?

when that happens to me, I delete the texture of the material and the brush is enabled again...

Try to Remesh by going to Remesh > Remesh.

Make sure that you have a texture that is not plane black as this acts as a mask. In the textures section use blend and select the circular shape that is white.

Just disable the Backface Culling in the texture painting mode.

Thanks! This really helped, not clear how this might be logically linked to brush effects.. ;-)

Texture painting wouldn’t work in these cases:

The wrong object is selected. You can switch to the object you want by hovering over it and pressing Alt + Q

You have no texture or the wrong texture set in the texture slot (Texture Slots dropdown menu in the header – Do not confuse with Texture which concerns the brush texture)

If the brush has a black texture (it does nothing). Make sure that you don’t have a black texture set to the brush (in the header or under Brush settings).

If the Brush is not selected

If the brush has a Blend mode that wouldn’t show (make sure it’s set to Mix)

If normal are flipped and Backface Culling is turned on under options in the header. Check this by activating Face orientation in the overlays menu. It’s preferable to go in Edit mode and flip the normal.

Go into edit mode, select all, and then press Ctrl+N to correct your normals. Then try painting and see the paint show up.

tried it didnt work

Maybe try removing the brush texture- you have the black image set as your brush as well as your target.


text:
When should i use GPU if im rendering on cycles?
Here is my setup:
OS: Windows 8.1 x64
CPU: Intel Core i7-4702MQ @2.2 GHz
GPU: Nvidia GTX 750M
Almost 100% of my renders have been done on CPU because every time I try to render on GPU (knowing I'm using auto tile size) I always get a significantly slower render time. I've seen a lot of people recommending GPU for renders as it can take up a chunk of the time required to render. My question is: when is it recommended to use a GPU to render and when is it better to stick to CPU render?

Grab yourself a better card and you'll get significant faster render times.

yeah @cegaton you are right, thats why im saving for a desktop setup, hopefully a month from now and ill get it, cuz render times are growing day after day, i just hit the 41 hours per render lol its frying my laptop.

@MarioAbouSamra I edited your question. In the future, please consider double-checking that you capitalize "I" and the beginnings of sentences, use apostrophes, and follow other simple grammar rules. This will make your questions easier to read! :)

Depends which device has better compute performance. Usually that's GPU in desktops and CPU in non-gaming laptops.
Also you can be baking simulations on CPU and render at the same time using GPU.
Latest 2.79 Blender builds offer rendering on both CPU and GPU at the same time.


text:
How can I convert a scene made in cycles to something I can use in the game engine?
I have a scene that I created in cycles that I would like to be a place for a camera to be moved around by a keyboard. How would I go along doing this without losing textures and materials?
Do I have to bake it into the file? I'm relatively new to Blender so all help is greatly appreciated :)

You have to bake it to textures

Possible duplicate of Convert Materials from Cycles to Blender Internal Render

Also related https://blender.stackexchange.com/questions/78879/update-all-materials-but-keep-their-color-and-textures


text:
Shadow showing differently in viewport and render with custom split normals on
I work with Blender 3.0 Cycles X and I am having a problem with the difference between viewport preview shadows and rendered shadows.
I am rendering an anime-styled character and I wish that there is very little shadow around her nose to keep the anime style. To achieve that, I set the Shadow Terminator - Geomotry Offset to 1.0, and my goal is achieved in viewport render preview:

Nevertheless, this effect is gone in the actual render (evident shadow around the nose):

After numerous testings, I found that the difference between the render results is related to the custom split normals data of the mesh. If I clear custom split normals data of the mesh, the viewport render and the actual render are approximately the same (except that the viewport render has no motion blur):

As I mentioned above, I am actually aiming for the effect of the first viewport render(the first image).
Why do the viewport render and actual render have different shadows (They use the same sampling number and denoising method, and I am not using subdivision surface)?
How can I achieve the viewport render result without changing the lights?
Thank you for your help!

I suspect that a subdivision surface modifier has different subdivision levels for Viewport and Render. Try checking that first. I also recommend upgrading your blender version, since 3.1 is pretty much functionally equivalent, and will have bug fixes.

Thanks for your reply!! Nevertheless, I am not using any subdivision surface modifier. I will take a look at Blender 3.1.


text:
How to make Enum proc specific Bools
I have an EnumProperty (a list) which enables the visibility of three different collections and now I want it to enable different Bools based on what's selected from the list. I can share my example - blend file if possible. For instance, below, I need the cube Bool to appear only when "skin1" is selected from the enum.
import math
import json
import collections
import traceback
from math import pi
from bpy.props import StringProperty
from mathutils import Euler, Matrix, Quaternion, Vector
from rna_prop_ui import rna_idprop_quote_path

rig_id = "Character"

#### CUSTOM PROPERTIES ####

#### SKIN LIST #####

character_skin_list = [('skin1','Skin 1',''),
                         ('skin2','Skin 2',''),
                         ('skin3','Skin 3','')
                        ]

def skin_show_update(self, context):

    for skin1 in character_skin_list:
        bpy.data.collections[skin1[0]].hide_viewport = not self.show_skin == skin1[0]

    return

bpy.types.Armature.show_skin = bpy.props.EnumProperty(items = character_skin_list,
                                                        name = "Skin",
                                                        description = "Select skin",
                                                        update = skin_show_update)

#### CUBE ####

def cube_show_update(self, context):

    bpy.data.objects["Cube"].hide_viewport = not self.show_cube
    bpy.data.objects["Cube"].hide_render = not self.show_cube

    return

bpy.types.Armature.show_cube = bpy.props.BoolProperty(default = True,
                                                            name = "Cube",
                                                            description = "Show cube",
                                                            update = cube_show_update)

#### SPHERE ####

def sphere_show_update(self, context):

    bpy.data.objects["Sphere"].hide_viewport = not self.show_sphere
    bpy.data.objects["Sphere"].hide_render = not self.show_sphere

    return

bpy.types.Armature.show_sphere = bpy.props.BoolProperty(default = True,
                                                            name = "Sphere",
                                                            description = "Show sphere",
                                                            update = sphere_show_update)

#### TORUS ####

def torus_show_update(self, context):

    bpy.data.objects["Torus"].hide_viewport = not self.show_torus
    bpy.data.objects["Torus"].hide_render = not self.show_torus

    return

bpy.types.Armature.show_torus = bpy.props.BoolProperty(default = True,
                                                            name = "Torus",
                                                            description = "Show torus",
                                                            update = torus_show_update)

#### TOGGLES ####

class RigLayersProperties(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "Properties"
    bl_idname = "VIEW3D_PT_rig_layers_properties_" + rig_id
    bl_category = 'Item'

    @classmethod
    def poll(self, context):
        try:
            return (context.active_object.data.get("rig_id") == rig_id)
        except (AttributeError, KeyError, TypeError):
            return False

    def draw(self, context):
        layout = self.layout
        col = layout.column()

        row = col.row()
        row.prop(context.active_object.data, 'show_skin', toggle=True)

        col.separator()

        row = col.row()
        row.prop(context.active_object.data, 'show_cube', toggle=True)

        row = col.row()
        row.prop(context.active_object.data, 'show_sphere', toggle=True)

        row = col.row()
        row.prop(context.active_object.data, 'show_torus', toggle=True)

def register():
    bpy.utils.register_class(RigLayersProperties)
def unregister():
    bpy.utils.unregister_class(RigLayersProperties)
register()                                                                  ```

I'm not exactly sure you're looking for that, but if each skin enum is linked to a bool property, you can do it like this. It's a little hacky usage of a dictionary, but it's basically a switch instruction.
def draw(self, context):
    data = context.active_object.data
    layout = self.layout
    col = layout.column()

    row = col.row()
    row.prop(data , 'show_skin', toggle=True)

    col.separator()

    bool_to_show = {
        "skin1": "show_cube",
        "skin2": "show_sphere",
        "skin3": "show_torus",
    }.get(data.show_skin)

    row = col.row()
    row.prop(data , bool_to_show , toggle=True)

However if the logic is more involved than that, eg if you want layout elements to be displayed when 2 different options are selected but not the other one, you can use conditional statements :
def draw(self, context):
    data = context.active_object.data
    layout = self.layout
    col = layout.column()

    row = col.row()
    row.prop(data , 'show_skin', toggle=True)

    col.separator()

    if data.show_skin in ("skin1", "skin2"):
        row = col.row()
        row.prop(data, 'show_cube', toggle=True)

    if data.show_skin in ("skin2", "skin3"):
        row = col.row()
        row.prop(data, 'show_sphere', toggle=True)

    if data.show_skin in ("skin3", "skin1"):
        row = col.row()
        row.prop(data, 'show_torus', toggle=True)

Ah nice, it works (both ways!) :) Thank you! (I'm new user, hence site won't let me upvote).


text:
I selected all of my model in edit mode and pressed H, the window on the bottom left says it hide it, but it is still showing the model
So I have a character, I want to hide every part except his eyes and tongue. I selected my model in object mode than hit tab, in edit mode I pressed L to select his eyes and tongue, I hit ctrl + I to invert it, it inverts it, then I hit H to hide the part that I inverted, the  window appears indicating that it is hidden, also the orange wireframe dissapears but the black lines that the character has in wireframe stays, so it is not looking hidden. Lastly, when I hit A, it just highlights the stuff that I want to see but I don't want to see the body. So it didn't hide the rest of the body "visually". But "technically" it did.
I selected all of my model in edit mode and pressed H, the window on the bottom left says it hide it, but it is still showing (also tried selecting a vertex of it after but it doesn't select anything of it)
I also tried doing with the menu and the search bar, it doesn't work.

I also tried hiding a part of her hair which is another model, it works. So I'm guessing the problem is with the body mesh that I'm trying to hide.
I am sure I don't have a duplicate of it.

I am using the latest version which is 3.1.0

If I understand correctly, your issue is that when you hide stuff in edit mode, you still see them in object mode? That's normal Blender behavior.

No when I try to hide my object in edit mode, I still see it in edit mode.

I think this is a bug in 3.1, I've noticed the same thing

If it's a bug, I hope that they see and fix it quickly

If it's a bug, then go to Help → Report a Bug.

The bug has been reported- https://developer.blender.org/T96567- you're welcome to add a comment explaining your experience with it

Yeah I just found out about it here https://developer.blender.org/T96080 thank you all for the answers


text:
Why does the part that is sculpted with Snake Hook look ugly?
Whenever I use the Snake Hook tool for sculpting in blender, this is how my shape turns out: (stretched, some vertices are missing and very bad)

The result will completely depend on your mesh density, unless you've enabled Dyntopo, in that case it will create new vertices

Thanks man! would u post this comment of yours as an answer? since It was actually the answer I was looking for

In the Snake Hook's Active Tool and Workspace settings you should probably have Dyntopo and Smooth Shading checked, with a lower Detail Size than the 12px default:

The result will completely depend on your mesh density, the Snake Hook brush won't create any new vertices, unless you've enabled the Dyntopo option.


text:
BGUI text becomes uncentered when setting full screen in game
I have a game which makes use of the BGUI module for text input and also includes some labels.
Everything is working as intended when I don't do anything to change the window size (ignore that the text is too large!), as below:

However, I want the window to be larger, ideally full screen. For this I have added bge.render.setFullScreen(True) to a bge script which is marked for execution before all other scripts. But when I do this, the result is the following:

The BGUI code for these labels is below:
class SimpleLayout(bgui.bge_utils.Layout):
    def __init__(self, sys, data):
        self.instructionlbl = bgui.Label(self, text='Provide the robot with a description of the location of the highlighted object', pos=[0, .9],
            sub_theme='Large', pt_size = 50,options = bgui.BGUI_DEFAULT | bgui.BGUI_CENTERX)
        self.titlelbl = bgui.Label(self, text=empty.getPropertyNames()[0], pos=[0, .95],
        sub_theme='Large', pt_size = 50,options = bgui.BGUI_DEFAULT | bgui.BGUI_CENTERX)
        self.figurelbl = bgui.Label(self, text='Figure: ',pos=[0, .85],
                sub_theme='Large',pt_size = 50, options = bgui.BGUI_DEFAULT| bgui.BGUI_CENTERX)

I have also tried avoiding setting fullscreen by using bge.render.setWindowSize(bge.render.getDisplayDimensions()[0],bge.render.getDisplayDimensions()[1])  instead but I get the same result.
Setting to fullscreen is also throwing off the cursor in the text input field, putting it one character behind.
Is there something wrong with the way I am using bge.render.setFullScreen(True)? Or is it something I need to fix with the BGUI parts? Any thoughts?


text:
How do i add LocRotScale Keyframe?

Hello, i need to add the LocRotScale keyframe, i have no clue how to add it, and when i search it, i end up with results as to how to add locrotscale to other keyframes, which i know how to.
The problem is, the RIG was in a ba dposition when i made the animations, and now i will have to move all of them, unless i add this keyframe, because that seems to work with the other rig.

This LocRotScale is an object or a bone in your rig, what not necessary to exist in every case, so we don't know what is it. Please share your file.


text:
BPy add Path in Textfile from Text-Editor
.hi guys i have a problem by set a path in text line.
I put in a picture, maybe you understand what I mean.

i don't know how to implement the code in such a way that the path is included in the text line (see yellow arrows)
and btw. here is my code from the function:
import bpy

myPath = bpy.path.abspath('GameName\Character\Johnny') #path from "Johnny"

#character list with hardcoded Animations, Speed, Name etc. without correct
#path from character
Text = '''
DIRECTORY: \Animation\Torso\Idle_Stand\\
ANIM_NAME: Idle_Stand
ANIM_SPEED: 1.00
FRAME_FILES: Frame01.obj

DIRECTORY: \Animation\Torso\Spot1\\
ANIM_NAME: Spot_01
ANIM_SPEED: 12.50
FRAME_FILES: Frame01.obj, Frame02.obj, Frame03.obj, Frame04.obj

DIRECTORY: \Animation\Legs\Run\\
ANIM_NAME: Run
ANIM_SPEED: 3.135
FRAME_FILES: Frame01.obj, Frame02.obj, Frame03.obj
'''

t = Text

#checks if this textfile name exists
if "JohnnyAnimDoc" not in bpy.data.texts:
    bpy.data.texts.new("JohnnyAnimDoc")
#add "Text" in the textfile
txt = bpy.data.texts['JohnnyAnimDoc']
txt.from_string(t)
txt.current_line_index = 0

I hope there's an answer to my problem.
best regards -DevilSam :)

Slosh or backslash \  is an "escape character" where the char after defines what it represents newline \n tab \t etc.  Need to either escape the slosh, by using two "\\path\\path" or path = r"\path\path"  Also most path utils will recognize slash "/"  as  the path separator.

Slosh is also used as the python statement continued on next line, if last non whitespace char, hence the double sloshes on EOL's in your text.

ah ok thanks for the info batFINGER. but i still don't know exactly how to do this right :/

DIRECTORY: \\Animation\\Torso\\Spot1 with the two on the end.  They are even a nuisance in markdown lol.

ah ok, but you don't happen to know how i get the "path" from "myPath" into the text line ?

Couple of ways.
Already pointed out hassle re slosh in comments
To include a string in another block string, could use formatting, I like the old and deprecatious % Checkout the python docs for string formatting str.format(...)
text = '''
%s blah
%s blah
%s blah
''' % (("XXX",) * 3) # all 3 occurences
print(text)

output
XXX blah
XXX blah
XXX blah

or use a unique TOKEN and replace
print(text.replace("XXX", "YYY"))

output
YYY blah
YYY blah
YYY blah

Since the parts are paths strongly recommend you lookup in python docs , os.path.join(...).

thank you very much batFINGER for the nice example :]


text:
Posing a bone is causing the mesh to squash and stretch. [Solved]
I'm trying to pose a bone to rotate an object. For some reason the rotation is also causing the object to scale itself strangely. I've included two images, the first is the object at it's "default" size and the second image is the bone rotated 90 degrees.

Select your mesh, hit Ctrl+A and apply location, rotation and scale.

Of course it's that simple lol.
Thanks man

Yep. It's always the simple things. Make sure to use it on every object you create, regardless of its transforms or its purpose. Applying transforms solve a lot of problems with other things, too.

Please, post answers as answers, not as comments on the question, and mark them as correct by clicking the checkmark, not by editing the title of the question to include “[Solved]”. StackExchange isn’t like Reddit, it has answer posting annd acceptance mechanics built in.


text:
blender shuts off without warning when rendering
I know someone already wrote about this but their answer didn't help mine. I have a project that when it renders it instantly shuts down. No signs saying an error with blender. It just turns off I don't know why this is happening. Please help me I've got the project here a well for you guys to check.

(This is not an answer but a comment...) I was able to render it on my machine without any problems. We would need the console log to know more about the issue. Try running blender from command prompt and paste here the error message that you get on console after shutdown. Also, I suppose you are using the stable 2.8?

What exact version of Blender are you using and what OS are you on? To have any chance to help we'd need to see if we can re-create the error ourselves, or get a screenshot or text copy of your error output. Running Blender from within a command prompt/terminal means that the console won't vanish when Blender crashes. If you can upload a screenshot of the tail end of such a terminal, that would go a long way towards helping others answer.

My other comment didn't go through yesterday... I'm using 2.79. My OS is windows 10 enterprise. I am not really sure how to make an external terminal/prompt I can only get internal. So all I need to know is how to make an external terminal of blender.

I found the error code!!! C:\Enter Command:blend
'blend' is not recognized as an internal or external command,
operable program or batch file.
C:\Enter Command:bldeeddeecdddaiqiqqqqqqwclssss


text:
Duplicating an object but when you move it. it distorts
blender community
I am struggling with a problem of when I duplicate an object that has an animation and an armature when I move it to another location using X, Y, Z axis it distorts...

Duplicating...

Annoying distortion...

Your problem seems to be the following one:
If you duplicate an object that has an armature, you should also duplicate the armature, otherwise it will still be influenced by the original armature, because by default it is still parented to it.
On the center of my picture, my original object + armature. On the left, copied with the armature, it's not influenced anymore by the original armature but by the copied one. On the right, copied without the armature, it's still parented to the original armature.
So you need either to copy object + armature or to unparent.


text:
How to change the object of an animations scale when you saved the key frames as LocRotScale
guys fairly new to blender and I ran into some trouble...
I worked really hard on an animation saving each keyframe via LocRotScale
However now I want to change the object size but I can't... Is there any way I could change LocRotScale to LocRot without losing anything else in my animation?
PS: in the image in the dope sheet panel, it says LocRot... that's because I tried to fix it because previously it said LocRotScale and I thought I could change it by getting rid of Scale in LocRotScale but It didn't work :(

In future, please don't just add random tags to your question, instead, read the tag descriptions and check that they are actually relevant.

You can remove separately the scale keys in the dopesheet.


text:
blender export incorrect textures with .obj
I'm a total beginner on blender and I recently tried to use textures.
Here is the object I apply the texture on.

When I export it as .obj file (associated with .mtl) and then import the new .obj file in blender, the texture map is incorrect.
It looks like the texture has been reset.

Am I exporting it wrong ?
Here are my export settings.

Check the Data Properties > UVmap panel ... probably there are two UV maps? If so you wold have to ad uv map node to specify what map should be used or delete the unwanted one.

The UV map panel shows only one UV map.

Please share your blend ... it should work like you did.


text:
Exporting to gLTF gives me a wrong orientation in Three.js
I have an animation in FBX format that I want to export with Blender to gLTF to be used on a model in Three.js (FBX format, which is the original, gives me other problems...). But, when I do it, the animation is played in the wrong orientation, no matter if I rotate it, it's always oriented to the top:

https://vimeo.com/691002320
It probably is because the option "Transform: +Y Up" is marked in Blender export because, when I unmark it, the orientation is fixed, but the model gets deformed. It seems that the animation is no longer synchronized with the model skeleton:

https://vimeo.com/691002279
What's the problem?
This is the animation file: http://formulamanager.com/tennis/modelos/John/J_Forced_Backhand.glb

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

Also consider reporting a bug to the glTF exporter issue tracker or Blender itself. In either case I think you'll need to share a .blend for others to reproduce and fix the issue.

Thank you for the tips. I'm very new to Blender and the 3D world in general, I have serious doubts about it being a bug haha. I'd like to read the opinion of some experienced users because I have no idea on what to search to find the solution


text:
Precisely combining two meshes
My question regarding Blender is: How can I move one object onto another object by selecting two vertices on each object that should be the same position?
My current solution is to set the object origins to the two vertices where I want to "merge" the objects. Then I copy the XYZ coordinates from one object to the other. That works but is very time consuming for a lot of objects. Is there a more efficient way? Maybe a Plugin or something like that? Ideally I would like to be able to just select the two vertices and then hit a button...
I currently play around with RenderDoc and the possibility to get 3D data directly from Google Maps (for personal use/ fun).
I wanted to get a larger area so I had to make multiple exports.
Now I have multiple meshes in Blender that have partly the same geometry. My plan now is to combine the different "scans" into one big object.
I hope my question was somewhat understandable!
Here are two screenshots two illustrate the problem:

Can you post some screenshots of what you have already tried and what your desired outcome is? As it stands your question could have a number of answers and it's hard to tell what your end goal is.

If the topology between the objects is identical in the areas where they should overlap, then snapping should work well. Have you tried this approach? If you are retrieving the data programmatically, you might also want to look into Python scripting to automatically align the chunks, if you have the necessary data to determine how they should be aligned to each other.

Snap to Vertex should do the job ... it looks a bit jumpy, but if you switch to edit mode, move all vertices "close" to desired location (not exactly) and move it again from this close position it snaps vertex to vertex you aim to.

Or ... If you want to avoid jumps, you can do first step (move vertices closer) without snapping enabled and enable snapping for final move by pressing shortcut Ctrl.


text:
Geometry nodes vs particle system
I just want to know the benefits of using geometry nodes over particle systems, such as whether I will be able to generate more particles with less memory usage in geometry nodes.
Why are geometry nodes such a big deal? I didn't find anything interesting in it (or maybe I just don't know how to use it).

Hello and welcome. Opinion-base questions are not suitable for the site. You could try on another forum like blenderartist. make sure to take the tour to see how the site works

You know GN isn't just for particles, right?  You're just asking about particles though?

maybe watch some youtube videos what geometry nodes can do. there are lots of them. then you might get an impression. e.g. this: https://www.youtube.com/watch?v=CcwWGwyjko8 just watch the first minute and try to do this effect with particles...

This is a completely valid question with completely non opinion based answer/s.  I have edited it to hopefully make this clearer.   People need to stop closing questions without reading and actually COMPREHENDING.

The big deal with geometry nodes is that we're effectively getting the functionality of geometry shaders now. That's kind of a blunt way of putting it, but if you look that up in the context of GLSL you'll find that they stand between vertex shaders and post processing, and govern full primitives; that is, they can create meshes in the graphics pipeline itself, without having to copy data over for every single instance.
GLSL geometry shaders are largely superseded by compute shaders now, but it's still a common practice to use them for extremely primitive-populated models and the concept is the same. In the past we did indeed use particle systems for this, but a particle is much more simplistic and restricted than geometry nodes, particularly if you aren't trying to work in real-time. They are much more flexible and easier to work procedurally with. (Think Cinema 4D, if you've used it; it's had this advantage for a while now.)
If you attempt to model the same scene with both geometry nodes and particle systems, you'll already notice, as I did, that geometry nodes are substantially easier on your hardware. On top of this, we are opened to node programming for geometry nodes, while particle systems require what I consider to be a much clunkier interface.
Now, if you have something you've already implemented as a particle system, and it works, that's fine; they aren't going anywhere and you shouldn't feel like you have to replace it just yet. Technically they are two different systems that involve instancing; but for geometry nodes it's a core concern whereas with particles it was always more of a tacked-on option.


text:
How to change shape keys with the same name in different objects at the same time
In the image below, the “face” object has shape keys “angry_left” and “angry_right”.

And similarly, in the image below, the “eyebrows” object has shape keys with the same names “angry_left” and “angry_right”.

I want to change the angry_left value of "eyebrows" by the same amount when the angry_left value of "face" changes.
In Maya, I can do this with standard blendShape, but how can I do it with Blender?
Can I do it without a rig?

Yes, you can do it without a rig, but those shape_keys are on different objects and shape_keys from different objects can not be mixed, only transferred if the objects have the same vertex count. Choice one, joining objects:
So considering the pure shape_key blend/mix way, the function is found right to the shape_key list when you click on the "v" button.
If you join the objects, i would suggest to rename the shape_keys to reflect which part they belong to (face, eyebrows) beforehand, as that combines the shape_keys from both objects in one list. That allows then to adjust all keys and you can set face_angry_left and eyebrow_angry_left (just an example for the names) to 1.0, after which you click on that mentioned "v" button and select "+ New Shape From Mix". That will create a new key with the effect of both previous set to 1 keys, means you get a shape_key adjusting both values at the same time.
In the picture you see the button mentioned and the functions.

Choice 2: Using a driver, which you can set up as a new shape_key on your head for example or a custom property value under your head. It does not really matter, as long as you have a value that you right click on, and choose "Copy As New Driver" function (see below, in second picture right click on any value really you get the second last option in the popup menu). After that you go in your eyebrows and select the shape_key for angry_left for example and right click over the value to then select the "Paste Driver" function. That will color the value purple and connects the previously used value (New Driver) to the now colored value. You can do the same with the face where you select the angry_left value of the shape_keys and right click once again to also "Paste Driver" here. Well, you now have both objects essentially remotecontrolled with the "New Driver", only problem with this solution is that you can't change the values separately anymore. To work around that you could copy the shape_keys before pasting the driver on them, but if you ask me, i would consider to consider choice 1.
To not leave it out, copying a shape_key goes by setting only the value of the to be copied key to 1 and then click on the "v" button and use the "+ New Shape From Mix" function, generating a clone.

I did it with the Choose1 method. However, I can't find where Choose2's "Copy As New Driver" is.

Added a hopefully better explanation as well as a picture where to find the function to add a new driver. That picture shows that it really works on any value, not that it made much sense to use that value for a driver though.

I couldn't find "Copy As a New Driver", but the name changed from Blender2.8 to "Copy Data Path". – taichi 13 secs ago    Edit   Delete


text:
How to AddDriver the rotation value of the armature for the rotation value of the object
I did AddDriver for RotationX of the cube.
From the EditDriver, I selected Armature in Prop.

In Path, "pose.bones [" Bone "]. Rotation_quaternion [0]" was input.
However, rotating the armature did not move the Cube.
How to AddDriver the rotation value of the armature for the rotation value of the object?
I don't want to use Child of constraints.
Because I want to use Bone's local value.

In the drivers editor, variable tab, instead of "single property" use "transform channel" ( (X) Symbol), then choose your bone, choose X rotation with auto euler option, choose world or local space, and when rotating the bone in pose mode, X rotation of the cube will follow.

Pose bones belong to the object...
Agree with other answer could use transform channel in driver, or a copy rotation constraint.
Fix for scripted expression as attempted in question

No longer red so ...good to go.... oops z component of quatrot
Two things at play here..
Firstly fix up the datapath, remove spaces and it's all lower case for properties. eg  rotation_quaternion  The components of a 4d vector are wxyz  IMO using rotation_quaternion.w looks better, but it doesn't mather. The correct path for w quat rot of pose bone "Bone" is
Either
pose.bones["Bone"].rotation_quaternion.w

or
pose.bones["Bone"].rotation_quaternion[0]

Pose bones belong to the armature object.  Check with the armature object selected in the python console.
>>> C.object
bpy.data.objects['Armature']

>>> C.object.pose.bones["Bone"].rotation_quaternion.w
0.7493351101875305

For  driver variable target, instead of the object you have selected its armature, the data part of the armature object, notice it is in bpy.data.armatures not bpy.data.objects.  This is the data that contains the edit bones.
>>> C.object.data
bpy.data.armatures['Armature']

and has no pose.bones collection
>>> C.object.data.pose.bones["Bone"].rotation_quaternion.w
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'Armature' object has no attribute 'pose'

Via Constraint
As a copy rotation constraint, like transform channel rotation drivers offers Euler rotations.

Constrain local space x rot to local space X rot of bone


text:
Can I export animations from separate objects into one take, without using a rig?
So I had this problem for a while and worked around it, but I need this to work now in Blender.
Below you can see a simple animation I made in Maya. The two objects are animated separately and move at the same time.

Below here you can see the same animation in Blender.

Now if I export these two animations to an fbx (In maya using the "game exporter" and in blender using the normal fbx export), the maya export will have both animations on a single take and blender will have them on their own respective takes plus sharing each others takes too, making it 4 animations instead of 2.

Is there a way I can export these animations, as separate objects with separate animations, onto one take like the maya game exporter?

In the fbx exporter window in Blender at the left-below corner, click on the "Animation" tab and disable "All Actions" and "NLA Strips".

Thanks, I thought that was broken because I tried disabling "all actions" but then the animations were gone. I see now you have to have both disabled for it to work. Thanks @FFeller


text:
'Bone' object has no attribute 'constraints'
I'm trying to code a script that will copy the rotations of the bones from one rig to another on all the bones
ob = bpy.context.object
altob = bpy.data.objects["Armature.001"]

if (ob.type == 'ARMATURE') & (altob.type == 'ARMATURE'):
    armature = ob.data
    altarmature = altob.data
    for bone in armature.bones:
        for altbone in altarmature.bones:
            if bone.name == altbone.name:
                #crc = bone.constraints.new('COPY_ROTATION')
                #crc.target = altob
                #crc.subtarget = altbone.name
                print(bone.name + " = " + altbone.name)

so if I just have the print names of the bones then I get all the bones matching like this:

but with the other code where I try to make a new constraint and set the other rig as the target and the correct bone as the subtarget then I get the message at the top of the screen shot where it tells me the bone has no attribute 'constraints'.
Can someone tell me what I'm doing wrong? I'm using 2.80 (I need this specific version to make this project work)

Okay I found a solution. I read that to get reference to pose bones (where the constraint can be set) you need to do it from the object and not the armature, so I adjusted my script to look like this:
import bpy
ob = bpy.context.object
altob = bpy.data.objects["Armature.001"]

if (ob.type == 'ARMATURE') & (altob.type == 'ARMATURE'):
    armature = ob.data
    altarmature = altob.data
    for bone in ob.pose.bones:
        for altbone in altob.pose.bones:
            if bone.name == altbone.name:
                crc = bone.constraints.new('COPY_ROTATION')
                crc.target = altob
                crc.subtarget = altbone.name
                print(bone.name + " = " + altbone.name)

so instead of setting 'bone' and 'altbone' to the 'armature.bones', I set it to the object 'ob.pose.bones' and 'altob.pose.bones' and it worked like a dream. Just need a piece in here to clear all the constraints before setting new ones, but that's something for another day.

and also just realise that 'armature = ob.data' and 'altarmature = altob.data' is unnecessary for this script


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Simplifying Blender's UI
I want to clean Blender's UI to make it simpler to use for visualizating 3d models.
The idea is to remove all the UI's components and add 5 buttons with some basic functions, like open file, measure tool, etc. I found the source files written in C of the UI in /blender/source/blender/editors/interface and written in Python in /bin/Release/2.80/scripts/startup/bl_ui.
I started modifying /scripts/startup/bl_ui/init.py, but there are some areas that haven't been removed.
Thanks in advance.

This is generally not a good idea. Once your "non-experienced users" want to become more experienced, they start looking up stuff online. When that happens, they find their way around Blender even less than if they would have started with the "complicated" UI. Blender never will be a "5 buttons to press - boom! - result" kind of software, no matter what you are going to try.

I'm voting to close this question as off-topic because it relates to blender development.

I have explained myself wrong. I was referring to simplify the interface to view and edit 3D models.

Can you edit this question and condense it to: "I tried hiding this area with python with the code XZ, but it is unchanged. How can I remove it?"

Before coding your own custom version of blender, start with what blender already offers -

Maximise Area makes the current editor (usually the 3D view) take up the entire window area while leaving the Info Bar at the top and viewport headers visible. In 2.7x press ⎈ Ctrl↑ Up arrow, in 2.80 press ⎈ CtrlSpace
Fullscreen Area makes the current editor take up the entire window without the info bar or headers being visible. In 2.7x press ⎇ AltF10, in 2.80 press ⎈ Ctrl⎇ AltSpace
Screens are preset window layouts that we can easily switch between, in 2.80 these are replaced with workspaces. If any of the included screens do not suit your requirements you can create your own or adjust the included screens. By setting up screens and saving them in your startup blend file, you can have them each time you use blender. This means you can manually setup a layout the way you want and always have it available and active when you first start blender. Note that you may want to disable the Load UI option to prevent other peoples screens being loaded when you open a blend file.

By making the 3D view full screen you still have the tool shelf and properties regions. You can use python to define your own custom panel to make specific things/actions easily available to you and by putting it in an addon it can always be there. You may also want to get creative and misuse the ability to alter header contents with an addon, say you never use the VSE, then you can setup a screen that has a small VSE area available that shows buttons or menus that you define.


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How to Link/Append world using the blender Python API?
I'm searching a way to append a World in blender Python.
I read the reference in How to Link/Append a data-block using the Python API? but that is for group append.
is there a way to make that work for world append.
sorry for rip english

In the accepted answer to linked question above quote "It's basically the same for objects"  It's basically the same for worlds

I figured out after squeezing my brain.. thank you for the answer

@ahmad any chance for comment with explanation how ? I did the same thing as I do with lights/matterials but no luck.


text:
Smooth Realtime-Audio Reaction in Animation Nodes?
I am animating certain objects in a scene using audio in animation nodes. The current setup makes my models react in a very aggressive way to the audio.
Is there a simple way to smooth the reaction to it? I know that for some this might be a simple math problem but I haven't been able to wrap my head around a solution yet.
Thanks.
Edit: I have played around with the attack and release settings but they're not working as I would expect them to.

Welcome to StackExchange! What is your current setup?

Hi @OmarAhmad. I added an image in as an edit. Thank you for your warm welcome.

As you have guessed, the Attack and Release are the values that controls the smoothness of the visualization. But there are couple of things to note:

An attack or a release value of 1 doesn't mean maximum smoothness. It means the values will nearly never change. So use the values responsibly, don't just enter values arbitrary and expect things to work. Usually, a release value around 0.6 and a low attack value works best.
In order for Animation Nodes to compute the spectrum at a certain frame, a number of preceding frames have to be computed in order to perform the smoothing. The number of frames computed is exposed in the Advanced Node Settings as the Smoothing Samples option. Higher values means more accurate smoothing, however, all values higher than a certain value converge to the same result. So don't increase this value too much, it will needlessly increase the execution time.
There is a theoretical limitation on the smoothing capabilities of the node. So you may not always get the result you are looking for. This is especially apparent in songs with a high tempo (BPM).

To have a better understanding of the inner workings on the node. I present a somewhat messy explanation. The names Attack and Release come from the concept of ADSR Envelope in music synthesis, which is short for Attack, Delay, Sustain, and Release. When you press a key on a piano, the Attack of the note is the time taken to reach the peak of the note, so a small attack value means the note reach its peak faster and snappier while a high attack value means the note reach its peak slowly and more smoothly. Similarly, the release is the time taken for the note to stop after the key is release.
In the context of music visualization, the attack and release usually have different interpretation. Lets say at frame zero, we computed the spectrum to be 10, and at frame one we computed the spectrum to be 3. This is a decrease of 7 units in just one frame! This certainly won't look good! So, instead, we give the user a "smoothed value", this value is a linear combination between the computed value and the value computed at the previous frame. The factor of the linear combination is the attack or the release value depending on whether the value increased (attack) or decreased (release). Since the value in our example decrease from 10 to 3, then the release values is utilized. And instead of giving the user 3 which implies a decrease of 7, we give the user $10 - 7(1 - \delta)$ where $\delta$ is the release value. A high value of $\delta$ translates to an output closer to 10 (Which we interpret as smoothing because it is a lower decrease) and a lower value of $\delta$ translates to an output closer to 3.

Thank you for your detailed explanation. I wasn't aware of the smoothing sample control, that greatly helped the visual and upon playing a bit more responsibly with A and R I got a much better result.

One interesting realisation is that initially I was expecting A and R to be measured in s or ms but if their functionality is related to the amount of smooth samples the user has set, maybe getting to compute them in real world units would exclude the need for the user to have to find an optimum setting for the smooth samples. I'm not sure if I'm making much sense.

@GlenMontanaro Expressing A and R in time units is problematic, since we are merely performing spectral analysis on a discrete data. And the data is usually multiple overlapping notes. I agree than the current values aren't exactly user friendly, I will try to implement another smoothing system that is more predictable. Perhaps using absolute step sizes. Feel free to suggest another approach. Not sure why you got the idea that they depend on the number of samples, they don't.

I must have misunderstood your explanation about the workings of the smoothing system. If absolute step sizes would be based on time then making A and R into time units should become easier, unless I've misunderstood the way the smoothing system works. Thank you very much for this amazing useful work.


text:
Unable To Sculpt On A Particular Area Of The Mesh
I am having trouble sculpting a particular area on this monster's face. As you can see in the picture below, I was able to sculpt fur for his whole face and ears except for one particular area near his cheek (highlight in red). In this area (highlighted in red), my brush cannot affect or affect very little on the surface mesh. I have tried using Dyntopo to add more geometry but even after that my brush still had a hard time sculpting on the area.

Besides trying to use Dyntopo to fix the problem, I have also tried "Apply Scale and Rotation" with Ctrl + A, as well as Fliping Normal with Ctrl + N.
If you know any solutions or explanation to this problem, please share.
I am using 2.79

it looks like a mask. Click on the "Hide/Mask" menu and choose "Clear mask".

sorry, it is not a mask. I edited the red part in (In Photoshop) to show the area which I am having problem sculpting.


text:
Why won't my plane wrap all the way around a sphere? (Shrinkwrap modifier)

Why won't  my plane wrap all the way around a sphere?

I would like my plane to wrap around a sphere like in the picture above

Try changing the order of the modifiers

That does not help

@cegaton, I just edited my post again with an example of what I want to achieve.

Shrikwrap projects to the nearest face as far as I understand it. Maybe try to get your plane closer to your sphere, tilt it so as to be tangent to the sphere. Also, these are tris, not sure if it makes it worse.

Shrinkwrap won't magically rotate the plane and make it stick to the sphere somewhere below; it will try to move mesh along its normals if there is surface to snap to below. As surface happens to be spheric it isn't everywhere below but only partially so that's what actually gets shrinkwrapped in the end. Rotate the plane in Edit mode to make modifier see where to snap to


text:
How To Make This Tire Loop?

The Tire is model like that,
How to eliminate the gap and make this tire threat Loop full circle
*The gap is mark with a red X
I have tried using "Circle" modifier but the results were chaotic and didnt make any sense.

I'm not sure how you created your tire, because I only see that your Array modifier is set to a count of 5. In one screenshot you have evenly spaced segments with an angle of 72° between them, but the segments are too small to connect to each other... in the other screenshot they are not evenly spaced and are connected, but again the segments are too small to close the gap.
I can only tell you how I would create a tire: first of all, the amount of preparation depends on if I want to make everything just eyeballing or I know beforehand, how many times my segment should be repeated and what the final diameter of the finished tire should be. The orientation of the base segment depends on the way I want the tire to be oriented in the viewport.
So let's start with the more complicated stuff, specific predefined values, because the eyeballing version is simply doing the same without calculations ;)
The desired outcome in this example: a segment repeated 10× around, the outer diameter at the end should be 60 cm i.e 0.6 m in total. A diameter of 0.6 means, the circumference would be
$$0.6\cdot\pi\approx 1.885$$
so with 10 segments this means a length of
$$\frac{1.885}{10}=0.1885$$
for the base segment.
For the orientation I want the finished tire to be constructed so that I watch it from the side when in Right Orthographic view (Numpad 3), so the schematics look something like this:

Now to get these parameters correct I build the base segment like this: no curvature, starting at the origin point with a +Z height of the calculated length of 0.1885 m and the tread at the origin, the rest of the tire going in +Y direction (I'm going to construct a realistic tire here, this is just to see the orientation):

With the base segment in the correct size and orientation, I add an Array modifier to duplicate the segments. Since the segment is built vertical, the array has to be set to a relative Offset of 1 on the Z axis. After setting the Count to the desired amount of 10, the height changed from 0.189 to the needed circumference length of 1.89 m (actually from 0.1885 to 1.885, but Blender only shows three relevant digits):

And then there is only one thing left to do: add a Simple Deform modifier with the correct settings. In this case these are using Bend with an Angle of 360° (of course when you want a full circle) and the Axis has to be X. And now you have a tire with a diameter of 0.6 m as you can see from the dimensions in the viewport:

The simpler way if you do not need precise measurements is simply doing this all Pi × thumb as we say in German. By the way, changing the number of segments in the array now will not change the full circle by leaving a gap or overlapping, it will only change the diameter of the resulting circle.
A tip if you want to create different tires with different profiles which might even vary in tread depth etc. (I'm sorry, I don't even know the right words in tire technology) but they should all fit to a given rim diameter, then instead of calcuationg the total circumference overall, calculate the rim circumference and use this as height for the base segment. Then you only have shift the profile on the Y axis so that the part where the tire meets the rim lies on the object origin. Then all tire profiles constructed like this will fit the wheel rim.
Practical example of preparing a segment: I apologize for my crappy low poly profiles... let's say I have a wheel rim with a diameter of 0.6 m (a little large, I just took the value from earlier on):

Then I want to construct three completely different tires, but they should all fit on the wheel rim. Of course I have to create them in the correct width (which should not be much of the problem), the interesting part is to get the height correct when you know how often a segment should be repeated:

Like shown with formulas before, when you know the diameter of the rim, it is easy to get the circumference, divide it by the number of segments and you have the height for one segment. When I start off with a simple plane or cube, you can simply enter the formula in the field for the Z dimension and let Blender calculate the needed height, shown here for the left profile with the 16 segments. After changing the dimension, the scale is off. To avoid any issues later on, this should be reset to 1 by applying the scale with Ctrl+A > Apply > Scale.

The segments have no curvature yet (make sure you have enough resolution for a smoother bending later) and everything is the same height. A tire has of course a shorter diameter towards the center than on the outside. So to make sure, the part where the tire sits inside the rim gets the correct diameter, you have to place the profile mesh with this part on the object's origin:

After preparing the segments like this, the Array modifier just needs to be set on the correct Count number 16, 8 or 24 in these examples and then the Simple Deform automatically creates a tire in the correct size to fit the wheel rim:

A few concluding side notes: The bending is in +Y direction away from the origin, so the resulting ring is not centered on the origin. Which means, to have a wheel rim in the center of the tire, the rim has to be the distance of the radius away in +Y direction from the tire's origin (or the tire the radius distance in -Y direction). To have the tire move and rotate with the axis of the rim, it can be parented to the rim.
Some people use an empty for the Simple Deform modifier as Origin point. Although this can have advantages in some cases, here it would mean you have to place the mesh differently from the tire's origin and you have to parent the tire to the empty and then the empty to the rim - unnecessary additional relations.
About the mesh construction: I have placed the segment always with the bottom on the origin - but the vertical placement is not so important, since the Relative Offset of Z = 1 in the Array modifier always puts the duplicates on top of each other, no matter how far up or down they are.
And last but not least: to get a good result you should make sure that all duplicates of the Array are connected. Therefore you should enable the Merge option and in its submenu the First and Last Copies option. And because the Simple Deform comes after the Array, this merging has no effect on the beginning and end of the circle. The Simple Deform has no option for merging, so it can be good to put a Weld modifier at the end, especially if you are also going to use other modifiers like Bevel or Subdivision Surface on the tire.

About how I model the tire threat, I followed this tutorial on youtube (https://www.youtube.com/watch?v=rxu06q1ZK_Q), he modeled the threat in the curve angle without laying them out on the plane surface, so things were more complicated and hard to follow. However, Thank you so much for your guidance. I didnt realise just how much math matters in modeling, I still have a lot to learn so thank you again for the detail answer, I will soak this knowledge up as much as I can.

@Chef_0f_J0EY_SH3rWay Well, it depends, 3D modeling in Blender is not always the same as CAD for example. While CAD is or was mostly for construction etc. where things often have to be precise, in 3D modeling you can do a lot of things like characters, landscapes etc. where no precise construction is needed. Even when people do more technical models, I very often see tutorials where they just eyeball things while I think, man it would have been so easy to it accurate with simply typing a number, or using snapping etc.

@Chef_0f_J0EY_SH3rWay The same goes for this wheel here: I tried to show a way how you can do this when trying to use specific values, but as I said in my answer, you can of course do it in the same way but much easier without precise values. You could just create a single segment in whatever way you like, make sure it has enough resolution to bend well (especially in direction of the bend) and deform it. Then change the array count until you like the size or width/diameter ratio etc. The main complicated part is figuring out the Simple Deform setup because it is a bit unintuitive


text:
How do I add a red dot on a specific part of a 3D model?
I have a 3D model of a face and would like to add red dots (think of it as if they are pimples but flat) onto the model in specific locations.

For some reason, you don't just want to paint them into the texture?

I think the best answer might depend on the purpose of your red dots. My answer assumes that the red dots are to be a permanent part of the skin texture used in your material i.e. skin blemishes, as you have suggested. I am also assuming you are using an image texture as part of the model's material.
There are a couple of ways to approach this.
Approach 1. If you are good at texture painting, you could apply the dots directly in Blender using  Texture Paint mode. However, texture painting is tricky, and if you paint on your original texture, and you don't like the results, you will have ruined it.
Approach 2. For more control, I would edit the texture in a photo editing program such as Gimp as follows: (Don't forget to save your work and avoid saving over original textures, in case you don't like your results)
Process:

Open your skin texture in an image editing program that uses layers. Gimp is free and uses layers.

Export the model's UV map: In edit mode in the UV editor, select your model and choose UV, Export UV map from the header in the UV editor window. Save it to your hard drive with where you can find it. Make sure you give it a sensible name, like Name of Material_UV.png.

3 Add the UV map as a layer to the image document. Put the UV layer above the texture layer, and scale it to the same scale as the texture layer. To see the texture layer below, set the opacity of the UV layer to something like 50 percent in the layers panel.

Add a new transparent layer to your image document between the UV layer and the texture layer.

Paint your dots on the transparent layer, using the UV map as a guide for positioning the dots.

When finished, hide the UV layer and export the image as a .png file. Upload it to Blender and add it to your material to check your work.

Tip: If you have difficulty placing the dots where you want them, you could always add a new temporary material to your model, and use the UV map as the material texture. This will show you where the lines on the UV map are actually on the model. Sometimes, when I am editing a texture, I import a copy of texture with the UV map superimposed on it just to see where my work actually shows up on the model.
Finally, whatever you do, don't save over any of your original textures. Best to put copies in a second folder for editing, and work in that folder, in case you make mistakes. Make sure you use a sensible document naming convention to keep track of your progress.
Have fun

You could use a material driven by an empty as below:

Note the use of the empty in object parameter of the texture coordinate node. In the gif below, there is a shrinkwrap constraint added to it.
While optional, it helps to more easily snap the empty to the surface of suzanne, and keep the dot on the surface.

Is the following what you're trying to do?
You have a material on your surface.  In Edit mode, cut new edges to define the area to be filled with red. In the picture below, I've moved vertices, but that'll muck up your UVs so just cut new edges without moving them.  Select the area to be assigned the Red Dot material. Create a new material slot by clicking on the + sign and create the red material. Click on Assign.  Then you can come out of Edit mode.


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After find missing files, my floor wont cast any shadow
i'm working on this project of mine and i've moved the floor's texture files to another folder in order to organise my textures, but i forgot to pack the files into blender. i opened the file and and found the missing files,after that, i realised that my floor object is no longer casting the light/shadows as it should be! i have no idea why :S i have all the files back but i got this prob now

Hello :). Any reason why you're not using the Principled BSDF shader? It's included since Blender 2.79.

@JachymMichal i am very new to blender nodes, i spent more time learning modelling, meauseremnts inside blender etc... i just followed Blender Guru PBR tutorial, it worked . i just got this prob  after i moved the texts and clicked on "find missing files"

can you provide your blend file?

@Chris Hello Chris i added the file now

if just loaded your file, changed to rendered view.
result:

So there is nothing wrong with it. Maybe you checked another file?
Solution: Just download your uploaded file again and it will work! ;)

you didnt do anything? just downloaded and rendered? because i am still not getting any light/shadows on my floor :( im still trying to figure out

yes....exactly. i did nothing. did you download the fresh file again? I just used a newer blender version...but this shouldn't be the reason.

yes i did, but still nothing. i will try to uninstall and install again to se eif it works

aw finaly i found a solution! but i dont know how to link to your asnwer , it seems its a blender 2.79 bug. I unpack my files and saved, after that i rendered and it worked!


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Spotlight Not Illuminating Inside Building
I need to render this scene where the sunlight is entering though the windows and making shadows, I added a spotlight but it seems that the light is only working outside, I have no idea why. My windows have no glass yet.
Of note, I am using 2.79 because of my current hardware.

The weird circle you see in the windows is that i accidentaly duplicated the glass, i deleted the duplicated faces and correct the normals and now everything is looking goood

the problem is your window material and the fact that it isnt transparent. Are you using alpha blend for the window material? I would also suggest rendering at those specific angles for your screenshots instead of just screenshotting a graining un-rendered preview.

you should include screenshots of your settings or link your blend file so we can check it out

it may have to do with light through glass? maybe the solution is to create a emissive plane or an area light at the windows position?

@object Hi, the windows has no material and no glass either. i was following a tutorial and the guy was doing it on blender 2.9 , he simple added a wall with holes and then the light, volume etc... aand the light was perfect and casting all the shadows of the windows's frame. i will try adding the glass mesh  to the windows to see

@Chris one thing i found out so far is that selecting the "non color data" inside the image texture node enlightens the wall when i choose sunlight

if you provide your blend file - i will help you

It looks like perhaps you've got a default world light on the exterior, but then there is some faint light coming through the windows - presumably from your spot lamp. Have you tried to increased the power (watts) on your spot lamp? Or perhaps try a sun lamp... as other commenters have said some screenshots of your light settings, setup or blend file would go a long way here. Hope you work it out.

@Chris i added to the post but i dont know how to pack the texture and everything into the file

@Aubrey hello, i added new sscreenshot and blendfiles and i am sorry for not doing this before

@wnr: your link does not work. To include  all into blend file use file -> external data -> pack all into blend file, then save, then use this link: https://blend-exchange.giantcowfilms.com/ and follow instructions

@Chris Hi Chris it is working now, i packed eveything. thank you for the info!

thank you. now the answer was easy :)

@Chris Thank you so very much! it looks so beautiful now ! :) but i jjust cant find the (blend mode and shadow mode) what section is it located? i am on 2.79 version,

i have no idea. my first blender version was 2.92 when i started with blender :(

i asked a new question for that https://blender.stackexchange.com/questions/219533/how-can-i-change-the-blend-mode-to-alpha-in-2-79

@Chris Thanks a lot!!! :)!

please checkout his comments here: https://blender.stackexchange.com/questions/219533/how-can-i-change-the-blend-mode-to-alpha-in-2-79?noredirect=1#comment370594_219533

@Chris yes i am reading these now. When i saw the blend mode and shadow mode i remembered seen it somewhere before, as i am trying to render in cycles i was looking for it there but it couldnt be , it makes sense that it is in game engine and internal render mode on 2.79 but i had no idea as i couldnt remember

change spot strength to 1000

change glass material to :

and most important change these: (blend mode and shadow mode)

and you will get :

to change blend mode in 2.79 checkout these answers:
Material Opacity in viewport?
How to see Cycle's material transparency in 3D View


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Texture paint in cycles
Helo, i am having this weird problem. I watched a few paint tutorials but couldnt find a solution. I am trying to paint burn on my walls , Made 2 UV maps and everything but when i paint on my wall, it paints everywhere, and thats not whant i want , i dont what else i can do! i unwrapped both maps using the smart UV project. can someone help me?

~

hello, please pack your images and share your file: https://pasteall.org/blend/

What did you need the second mapping for if they are both using the same Smart Unwrap type of mapping? Double check that you don't have repeated geometry or uv island overlap...

@moonboots maximum size is30mb for blend stack and for paste all 24mb i couldt upload it even deleting the floor and other stuff in the scene. my file is 31mb

@CraigDJones one for the brick and other for burn texture

Try to do Save As → check the compress option in the sidebar before saving. Or eventually remove the textures from your file, we don't really need them as long as we can reproduce the issue.

@L0Lock thank you for the information. i added the file now

@L0Lock isnt it because my UV text is smaller than the layout? i just realised it now, but how can i make my text bigger in UV editor? i always need to scale the layout because the bricks looks too large

Make sure you select the UV map you want to use with your painted texture.

Hi, i select the dirt  map , scaled the bricks again and i am getting the same problem


text:
How to have an object as its passing a boundary appear as though its moving into a wall.?
I want to have a simple sphere as it moves past a boundary it appears as though it is moving into a wall .
Then if the sphere moves back in opposite direction it appears to be coming out of a wall .
However there isn't actually a visible wall its just a boundary it moves past.

when you say "disappears" you mean becomes transparent?

“Moving into thin air and disappears” is one of those descriptions of an event in fantasy novels that can be interpreted about eighty-two different ways. Please be more precise.

As the sphere passes a boundary the sphere  looks as though its moving into a wall and becomes no longer visible . If the sphere then moves in opposite direction it appears as though its coming out of a wall.

you could use the solution I show or use a Boolean modifier for example

You could give your sphere a material that is a mix between a Principled BSDF and a Transparent node, with a Separate XYZ as factor, and an empty that will control the gradient position. Choose the Object output of the Texture Coordinate and select the empty as the Object: