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stopping and saving partial render not working
I'm trying to stop and save a partial render, but have so far been unsuccessful.  Researching past questions suggests either pressing the X or ESC key, then being able to save as usual, but the image just disappears when I do this.  I can get it back by selecting "open cached render" but then it just continues with the render.  I also tried going into the UV editor after stopping, but still unable to save and no image appears there either.  Again, I am able to get it back in the UV editor by selecting as above, but again the rendering just continues.  Thanks in advance for your help.

I'm not sure what exactly you are doing... and which version you are using? When I choose Open Cached Render it does not continue rendering. When I hit Esc and/or close the window, I can get the unfinished render back by Render > View Render, shortcut F11. I can also view it in an Image Editor window when I choose "Render Result" in the Browse Image list. But using Open Cached Render seems to clear the cache, because afterwards the partial render is gone if I try to show "Render Result" again. Anyway, what happens when you stop rendering and hit F11?

By the way, did you set Blender to cache the results? From the Blender Manual: "Note that Blender doesn’t create these cache files by default. You have to enable Cache Result in the scene’s Output options and then render it at least once." It does not sound as if this works with partial renders, only full renders. But this could be an option for your other question for saving renders together with the project.

Another thing, what do you mean with partial renders and why do you need them? Does it mean, not finished with all samples and still noisy? Then set a lower amount of samples and disable Denoising and let it finish rendering to save it afterwards. Or do you render in tiles and only need a part of your image? Then clip the render region to a certain part of the image with Ctrl+B and let the render finish to save it afterwards.

Blender 3.6.7 as anything higher would not run on my machine.   Sorry, I'm already well beyond the issues I was encountering and would have to open and try going through your inquiries to repeat the process.  On my machine, renders take a long time, several hours.  Even keeping up with the live view is problematic.  What I ended up doing was exactly what you brought up- to just set lower amount of samples.  With most of my images, I don't see noise after 3-4 samples, but certain nodal effects will greatly increase the sample requirement. This program is taking quite  a lot to get used to.


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I want to bake all my seperate UV maps into a single one to import as a texture into a game but they all overlap

I need to get all the images/UV maps of objects such as the face,eyes,clothes, etc baked into a single image in order for the model to have texture in a game called Table Top Simulator. Whenever I try to bake all the images into a single UV map, they all overlap. I tried doing the smart map and it makes them all fit but it scales them all down and baking carries over no color and looks extremely dark and splotchy.

How do you want to fit UVs into the space of the texture without scaling them so they do fit? That makes no sense.

I guess your problem is that the UVs overlap and you need to unwrap correctly? Not sure why the Smart UV Project doesn't work though...

source: Stack Exchange

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

sort: votes


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I unparented a character model from a rig and modified it- Is it possible to easily parent it again?
Recently, I was modifying an existing character, so I unparented it from its old rig and modified the mesh. I also made a new rig for the character, if that helps. However, this old rig has an animation that I want on the new version of the character. How would I go about bringing this old animation to this new character? Any solution would help.
The new rig and old rig are extremely different, so transferring the animation data doesn't seem to work.

Hello, give the same name to the bones of the second armature, give it the same action as the first armature and see how it works?

The first armature is insanely complex compared to the first one, I don't think that's possible.

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


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Spine and rest of rig won't work together- Any solutions?
I recently made a rig of a model, but after some posing tests, I decided it needs an additional spine collum, as can be seen in the image. I tried multiple times to make the spine and other chest/torso sections work together, but nothing seemed to work. Is it possible to make it so that when the chest and torso move, the spine moves with it, keeping its bendy bone properties?

You can create an IK bone at the top of the spine so that it controls the rest of the bone chain?


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Error Exporting Model as gltf
When I try to export my blender file as a gltf, I get this error. I tried exporting it without animations and I still get the error. I suspect it's because I imported something from sketchfab into this project? Not sure though. I'm still new to blender.

There are quite a few posts here about errors exporting to GLTF. Type 'gltf export error' (without the quotes) into the search field at the top of this page and see if one applies to your case.


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subtle noise in the background when I export from all Blenders after 2.9
I have had an issue where I am editing a 3D mesh and when I go to render as PNG, it looks fine to my eyes. But when brought into Photoshop, there is evidence of messy noise or some other graphic distortion in the transparent background. My only solution to this has been to constantly use Blender 2.9 to avoid this hassle. But a colleague said it was due to the shadow rendering on the floor element. I removed shadow cast but that didn't solve the issue. It happens to every single file that I render. I'm still a noob and am self-teaching so I probably won't even understand it if anyone answers this.
Does anyone know what significant changes happened after Blender 2.9 that could be effecting this? Or what else I can try to remove or change in order to get a clean transparent background?
Thanks !!


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Blender 4: 4D Noise Texture animate with Sound to Samples?
In Blender 4, I have a Noise Texture set to 4D and I am trying to animate the W value to audio but the option 'Sound to Samples' is greyed out.
How is it possible to get this working?
Thank you.


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'Mesh' object has no attribute 'bones'

I'm trying to port a skin from gta sa to gmod and when I'm going to export the model, this error shows up.


text:
Increase Curve Circle resolution with the amount of instance
I have the following setup here. It use a mesh line, converted in to instance, to create a ring of curve circle. I want the circle resolution of the outer circle to have more resolution than the inner one. For example: The inner-most circle should have 5 sides, the next one is 6 sides, the next one 7 sides,... and so on. How can I create such a setup in Geometry Node? My endgoal is to generate a flower, with increasing amount of flower petal.

This is the result that I want:

Please tell me if this is possible in Geometry Node. Thanks!

If the linked "duplicate" doesn't answer your question, please [Edit] your question explaining how your case differs, cheers!

Hello, Binh, Markus' suggested link does seem like a very close match, so IMO fair to call this a duplicate. Edit as suggested to re-open, if not.


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Gingerbread house- bad face render
Using blender 4.0, working through gingerbread house tutorial. Have a face with just scales and subdivision mod. Render in Cycles and it distorts the face badly. What am I missing?

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.

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

It was the mirror modifier. I had 2 axis’s selected after I did the mirror.


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Cannot select all faces sharing the same material
I am having some trouble with a mesh.
I start by selecting all objects:

If I move to mesh mode, and select all objects sharing the same material (plastics#car_diffuse), for some reason some faces sharing the same material are not selected:

This only happens if I first select a face from the "body" object. If I first select the mesh that is not getting selected with the material select, then the material select works fine:

I have tried merging the body object to a default cube to reset the object properties, but the problem persist. There seems to be some face data interfering with the selection but I don't know how to reset these settings back to normal.

Selecting or assigning material with several objects selected doesn't seem to work


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I want to print (3D) a blender object, that I edited in sculpt mode. All changes disappear exporting it to stl
I use blender 4.0 to design objects, I want to print. As the sculpt mode offers lots of very nice tools, I tried to use it. But when I exported the object (to stl), all changes I had done in sculpt mode disappeared, only the mesh I started with was exported.
I´ve already tried to ask bing for help. It explains me to convert the object to a mesh. That doesnt work out too. all changes dissappeare. Same goes for export to obj.
Does somebody know what I´m doing wrong? Or what I need to do to print the object I´ve designed?
Thanks a lot!

Sculpting only works on meshes, so if you have done sculpting, you already had a mesh in your hand, so Bing was wrong. What you explain sounds to me like you had a Multi Resolution modifier in your modifier stack and when exporting you didn't check the option Apply Modifiers in the export panel.

Oh, Your´re right, I use the modifier Multiresolution. Luckily the checkbox was selected automatically. However, its not working...

you probably have to make sure that your viewport levels are set up correctly (to your desired detail level) when exporting. may you share your file? https://blend-exchange.com/

Oh wow, it works! Thank you so much!!! You were right, the viewport level was set to 0. Now its exporting correctly and I can also see the changes in ObjectMode . Perfect!


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How do I export only the desired skeletal animation from the blender?
I have a skeleton and a mesh of my character, and I also have animations with this skeleton. I want to select 1 animation I need and upload only skeletal animation to unity, without a mesh. How to do it?


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when i join objects, it goes into wireframe and deletes modifiers
https://gyazo.com/a2660538e1065da70101e2a7083c0eb7
this happens every time i try to join a object. I select the two I want to join, and then I join them, and they become wireframe & un-subdivided. This is for any objects I try to do this with, and if its more than 2 that i join, it will close out and crash entirely.
what should I do to fix this?
and these are also my settings if this helps seeing what is wrong

i assume that you have changed your shortcuts and that at least two operators have the same shortcut.

Hi, i am not sure if this https://prnt.sc/599_JKdXezdN and  https://prnt.sc/44YDJvHsbwNu if this helps, i dont know

pls show a screenshot for searching for j as key-binding


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I need help with shade smooth
I'm making an ant in Blender, but there is a problem above the jaw when I use Shade Smooth

Hello recalculate the normals in Edit mode (Shift N), make sure that you don't have overlapping vertices (M > Merge by Distance) and check if you don't have inner faces


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weird shadow lines in shaded mode with texture enabled
I am learning modelling with imphenzia youtube channel, and have applied same settings for low poly modelling.
I am seeing weird unexpected shadow lines visible from only some specific angles.
they changes when i change shadow angles in viewport shading options shadows direction.
I don't know shadow source or what is causing it, so i can delete it.


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Edit Mode lateral bar is empty
I dont know what happened but before this, i couldnt switch between edit mode and object mode

Right click on one of the options and click on edit source. Check if there are all the options in the Script and if not, then Copy paste the script and run it again, maybe that will solve the problem.


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How to Set/Calculate pole angle of IK constraint so the chain does not move?
How to calculate the exact pole angle so when I add Pole bone the IK chain does not move?

This is what the pole angle is:

Its a signed angle between the Base_Bone's X axis and the projected Pole_axis onto Base_Bone's XZ plane. The direction of projection is IK_axis.
Fill in the bone names, it will print the appropriate pole angle into System console. Then you can set the IK constraint with that Pole bone and angle and the IK chain won't move:
import bpy
from mathutils import *

def signed_angle(vector_u, vector_v, normal):
    # Normal specifies orientation
    angle = vector_u.angle(vector_v)
    if vector_u.cross(vector_v).angle(normal) < 1:
        angle = -angle
    return angle

def get_pole_angle(base_bone, ik_bone, pole_location):
    pole_normal = (ik_bone.tail - base_bone.head).cross(pole_location - base_bone.head)
    projected_pole_axis = pole_normal.cross(base_bone.tail - base_bone.head)
    return signed_angle(base_bone.x_axis, projected_pole_axis, base_bone.tail - base_bone.head)

base_bone = bpy.context.active_object.pose.bones["BASE_BONE_NAME"]
ik_bone = bpy.context.active_object.pose.bones["IK_BONE_NAME"]
pole_bone = bpy.context.active_object.pose.bones["POLE_BONE_NAME"]

pole_angle_in_radians = get_pole_angle(base_bone,
                                       ik_bone,
                                       pole_bone.matrix.translation)
pole_angle_in_deg = round(180*pole_angle_in_radians/3.141592, 3)
print(pole_angle_in_deg)

I have new respect for Maya. Its pole vector is flawless. I haven't given up in Blender though. I'll see if I can find a workaround

@allen I agree, Maya's rigging is much much superior than this. Except for advanced IK  and some bone dependency cycles all can be replicated in blender though. But it's not that easy.

Its extremely frustrating. I've spent a lot of time making quality rigs for Maya and I love fancy rigs. I was able to find enough great tutorials to create "Driven Keys" in Blender, foot roll and banking, ect. I wasn't far off from duplicating a production quality Maya rig in Blender. But the accuracy with respect to the bind pose is terrible! It's a shame since I love to rig.

Very useful information, no matter how old the post. Just bookmarked the page. Thank you.

for some reason the angle generated by this script didn't work for me, but it was still useful, I adjusted the pole angle manually and used the script to calculate how far it currently is from the perfect angle :)

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


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How to execute python code before blender operator is executed
Lets say there are operators (buttons .etc) that run or save the text in Text Editor. I need to change the text before such operators execute.
Is there a way involving some callback functions, listeners or handlers?
If there is not, is there a way to remove UI element and replace it in the same spot with custom operator? I only found a way how to append or prepend an operator to such menu or header.

I don't think that there are listeners which you can use in that way.
But what you can do is your idea in the second question. You could replace the button with a custom operator which executes your code first and calls the original operator afterwards.
You can access the sources if you right-click on that original button and choose edit source. After that go to the scripting view and choose the source file available in the dropdown box

I cant change the source code, this must work from addon. So I can only change it like: bpy.types.TEXT_HT_header.prepend(foo). The difficult part is to remove the old entry and place a new one in that spot.

Can you re-register the same operator to override its function? Although, then you'd have to do the work of that operator yourself.

Yeah I can re-register those classes in addon but that would be super dirty, there must be a cleaner way. I can't believe that there is no callback or anything in something such important as operators. Half of blender stands on them..

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


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UV mapping results in stretched texture on simple mesh
I've got a very simple mesh for which I can't figure out why I am not able to get an undistorted texture (using Blender 2.80, but exporting to FBX and importing in 2.79 has the same results):

Another interesting thing is that if I adjust the UV map (e.g. make it shorter) it doesn't seem to have any effect on the texture. I have already applied the scale/rotation, prior to uv unwrapping. I've tried subdividing the long faces and unwrapping again, but that didn't appear to help. I've also tried recreating the object from scratch in a new file, and initially the uv mapping resulted in textures as I expected, after a bit of poking around in the uv mapping, it ended up stretching the same as the original.
The maddening thing is the geometry is so simple I'm pretty sure I could calculate the uv coordinates manually.
Any suggestions what might be wrong? Blend file

The reason is that your generated checker texture does not use the UV-Map.
Go to the Shading workspace, add a UV-Map node and connect it to the Vector input of your Checker Texture.

Thank you! I knew it was something obvious, just couldn't remember or figure out what.


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Blender 2.78 Nvidia Grid on Amazon EC2 g2.8xlarge
I've just managed to set up an amazon g2.8xlarge ec2 instance and got it running using vnc.
i've installed Blender  2.78 and set the render engine to GPU, Cuda Grid K.520 x4
and did a test render on both amazon and my own pc (GTX 980) [GPU Render].

on amazon with 4gpus i rendered this on 2min44s and on my rig 4min33 s
yeah, render time was half but also need to keep in mind that at the time that i was rendering i had 2 monitors on and one of them is 4k .
i don't know if i'm doing something wrong or this is what it is supposed to be!
i would be happy if anyone can help on this !
i'm running windows 2012 RC2 on amazon btw.

You can use an alternative render which is more advanced like luxrender (free) to render.It has awesome device handling you can even use gpus + cpus simultaneously .

An other cause for this is that the Cpu in your amazon server might not have many pci lanes


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Issues with texture painting an arm
I got the answer I needed for the normals, now the issue is that I can't paint the same arm. The normals are all facing outside, the only difference is that the arm is orange instead of red like the rest of the body. I'm not selecting anything and it's casually an orange red. It's not letting me paint on the limb at all, I'm unsure of what is happening and I don't know of a possible source besides the normal.

You need to invert the normals, select all and press Shift N, if it still doesn't work please share your file

It doesn't work, unfortunately for some reason blender won't let me share the file and let others access it. I am just having a very either buggy or corrupted time over here

Use https://blend-exchange.com/ or another platform like workupload


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sculpt mode not working grab tool and sculpt tool topology is weird
sculpt mode not working grab tool and sculpt tool topology is weird

instead of having a polished topology i get weird artifacts
blend file here
https://workupload.com/file/P5ZAMspyH6Z
i tried remesh too to 0.0480

Disable the Cavity option (not sure why it makes this mess though):

thanks , sorry again


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How to rotate multiple faces in the same direction
I'd like to know how to select multiple faces and rotate them along the z-axis (or along any other axis) in the same direction? I know this may be a pretty simple question and has been answered somewhere, but I just don't know what to google.
Of course you could rotate every single face individually, but that would be really time consuming. The effect I'm looking for is something like in this picture:

do you know how to set the rotation pivot to individual origin, also  i don't get how those two face have rotated the in the same direction to end up like this ?

Change pivot point to Individual Origins and rotate on Z axis, or instead of rotate you can Shear the faces from top view, with Median Point Pivot using Shift+CTRL+ALT+S and drag the mouse until you get the angle that you need.

I tried that and ended up with something like in the first picture above (on the left), and that isn't what I'm looking for. To be more specific,
I'm trying to rotate the faces away from each other. In this respect the title may be little misleading (it depends how you look at it).

Yes the text confused me a bit. In this case I don't see one button solution. But you can do that on multiple faces for each side.

Okay. Here is my input.
First select all the faces you want to rotate by holding down the Shift key and clicking on them.
Next you want to press the 'R' key for Rotate and than the 'Z' key to constrain the rotation to the Z axis (or 'X' or 'Y').
Next, type in the angle you want to rotate them (i.e. 15, 30, 45, etc).
You could also just select all the faces you want rotated to a specific angle and change their rotation value in the properties panel.
Hope this helps.  Will check back in.


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Particles converted but no colors!
when i convert my particles into a mesh (in this case grass) i don't get colors, even though the initial particles had materials and textures... even if i add them onto the new mesh nothing happens!! This is not because of the light because i've tried to play with it :P
This is what exactly happens: http://www37.zippyshare.com/v/93332560/file.html
And also if i export the black grass nothing gets shown in Unreal Engine (exported as fbx and obj)
Any help?

The problem here might be because you're converting a hair type particle into a normal mesh which creates a mesh with no faces (only vertices and edges), therefore no color or texture that you try to apply will be displayed. Instead why don't you try to model a grass strand and then use the hair particle system to randomly distribute it over the plane.


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Getting XYZ and RBG (+time) data of custom 3D model
I haven't used Blender before but as far as I know it's used for 3D modelling and animation. I'm currently working on a project that would create a hologram alike image/animation in real time using spinning RGB LED ball. I expect to have full coverage of a sphere (ball) with radius of 5cm. Total of 20 RGB LEDs will be used (possibly 28 depending on final design). There will be 2 strips of 10(14) LEDs placed diagonally (with 90 degrees angle between the strips). Hence, I'll need to have data for position, colour and time of the animation/image that I want to display.
So my question is, if I create an animation/image in Blender, would I be able to convert that model into XYZ, RGB and time data for all points (into a text file or any other readable file type)?
If yes, how can I do that?
Thanks :)

Export as OBJ files

@someonewithpc I think he means "for all points" of his custom volume, not all vertices of his model, so he would still have to sample that model at those points in space.

@PeterT Subdivide it?


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Mirror animations from right hand to left hand or similar objects
I promise I looked around for this answer for a long time and still haven't been able to find the answer that I'm looking for. The answer may very well just be no, but I'm looking to mirror an animation from the right hand to the left.
I am making a game where I have to hands that both perform random actions. There are way too many animations to do each one on both hands so I did them all on the right hand as seen below.
There is a left hand there but it is just a temporary mirror modifier on the mesh of the right hand so it doesn't have any bones. I have already copied the bones from the right hand, done the scale  X [-1] trick and while it makes the bones properly flipped, it doesn't copy the animation. If I copy the animation over to the other hand's bones, it does this-
which, as hilarious as it is, is not what I want.
Is there a way to mirror animations across a plane (in this case, the y-z plane)?


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How to bend a mesh evenly?
I am working on the mesh that I'm trying to bend 250 degrees around itself.

I tried using simple deform modifier but as a result I keep on getting following result.

What should I do in order to 'block' or make all the lines follow the bend so that when looking from the top view none of the line would surpass?

Add a sub div modifier. Let me know how it works

Or select the interior edges and subdivide them, subdiv modifier might give you some undesirable geometry

Thank you very much for the answers.  Finally the problem was in the basic construction of the mesh.  I added the loop cuts to each of the lines and now I can bend it easily using the Simple deform modifier.

The problem was in the construction of the mesh. I added loop cuts to each of the lines and then bended it using the simple deform modifier.

Final result


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Curve rotation problem
I've been trying to figure this out for a while now without getting anywhere so could somebody help me please?
I'm trying to create a shape that starts flat and ends the same way as on the image below.

Instead I've been achieving these results image2 and image3. I've been trying to rotate but without getting the result that I wanted.

How can I get one curved shape that starts as in image 3 and ends as in image 2?
To create this I made a curve and applied two modifiers array modifier and curve modifier.

Try to rotate an object in 'Edit Mode' (using proportional editing). Remember to match the curve origin with the object origin.

Here is the result:

Thank you very much for your answer. This will solve my problem!

Glad to hear that:). If that solved your problem please hit the 'accept answer' button.


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KeyError: 'bpy_prop_collection[key]: key "Specular" not found'
I'm kind of new on this. I just want to do simple stuff to develop MLOs YMAPs for RDR2 and RedM community. I installed this add-on to manage the assets but 95% of the time I'm having issues with the same KeyError. Link to the add-on: https://github.com/Ktos93/Sollumz_rdr3

Error importing:
C:\Users\juano\OneDrive\Desktop\Proyecto_Prueba\new_com3_837royal.ydr.xml
Traceback (most recent call last):
File "C:\Users\juano\AppData\Roaming\Blender
Foundation\Blender\4.0\scripts\addons\Sollumz_rdr3-main\sollumz_operators.py",
line 65, in import_file
import_ydr(filepath, self.import_settings)
File "C:\Users\juano\AppData\Roaming\Blender
Foundation\Blender\4.0\scripts\addons\Sollumz_rdr3-main\ydr\ydrimport.py",
line 624, in import_ydr
drawable = drawable_to_obj(ydr_xml, filepath, os.path.basename(
File "C:\Users\juano\AppData\Roaming\Blender
Foundation\Blender\4.0\scripts\addons\Sollumz_rdr3-main\ydr\ydrimport.py",
line 540, in drawable_to_obj
materials = shadergroup_to_materials(drawable.shader_group, filepath)
File "C:\Users\juano\AppData\Roaming\Blender
Foundation\Blender\4.0\scripts\addons\Sollumz_rdr3-main\ydr\ydrimport.py",
line 21, in shadergroup_to_materials
material = create_shader(shader.name, shader.filename)
File "C:\Users\juano\AppData\Roaming\Blender
Foundation\Blender\4.0\scripts\addons\Sollumz_rdr3-main\ydr\shader_materials.py",
line 734, in create_shader
create_basic_shader_nodes(mat, shader, filename)
File "C:\Users\juano\AppData\Roaming\Blender
Foundation\Blender\4.0\scripts\addons\Sollumz_rdr3-main\ydr\shader_materials.py",
line 592, in create_basic_shader_nodes
link_specular(node_tree, spectex)
File "C:\Users\juano\AppData\Roaming\Blender
Foundation\Blender\4.0\scripts\addons\Sollumz_rdr3-main\ydr\shader_materials.py",
line 345, in link_specular
links.new(spctex.outputs["Color"], bsdf.inputs["Specular"])
KeyError: 'bpy_prop_collection[key]: key "Specular" not found'

A more general answer than unwave's:
You're probably using a script that was intended for an older version of Blender (or vice versa, but I'll assume you downloaded the latest version of Blender, which is 4). You can try to find or wait for an updated script, or download the Blender version the script was written for from here.
On the Github page of the script you link to it mentions requiring "Blender 2.8 or later", but requirements like that usually don't take into account completely new versions.
I suggest you just download Blender 2.8x from the link above, and try again.

It is indeed version 4.0, as indicated in the file paths

@Gorgious Right, that was actually obvious :)

In Blender 4 Specular is renamed internally to Specular IOR Level.
https://github.com/blender/blender/blob/09666e149871769b5b77ac8c2a404e3a4ea35f30/source/blender/blenloader/intern/versioning_400.cc#L1271
The addon should be using version dependent string enumerators similar to enum.StrEnum instead of string literals. Or version dependent constants in a simple solution.


text:
Bone not moving with mesh correctly
I added some armatures to an array and whenever I move any bones on it only the bones move and not the mesh. But when I move the first bone it moves the whole thing along with all the bones. How do I fix this?

Have your parented With Automatic Weights? Maybe share your file so that we can have a look? https://blend-exchange.com/

Yes i have parented with the auto weights

please share your file?


text:
Change in animation action editor
I have been working on an animation with rigging and inverse kinematics, I animated every part of rigging and had just white dots in animation action editor, for every part of the body. I started working on the file again and noticed that it doesn't look the same anymore. Now my blender file appears to be using quarternions, and dots have become orange, connected with green line, in animation action editor. Does this mean it is still using inverse kinematics or not? I am not so sure what has happened, but i need to know, since i must use IK for my student project. I am also adding the file

It doesn't have anymore constraint, it looks like the actions have been baked

@moonboots can you explain it a bit more to me? can I revert it, and is it still using IK? Sorry for such a dumb question but I am so lost :(

A green line connecting keyframes means they are not using B-spline interpolation.
Inverse kinematics don’t turn into forward kinematics on their own, you’d have to bake them to that, which it appears that, sadly, you did. There is no way to reverse this unless you still have the IK targets animated, or an earlier version of the file with the IK still un-baked. Check the .blend1 file to see if it is the latter. If you have the former, delete the baked keyframes on the bones that aren't IK targets (don't delete the IK target animations you made), and set up the IK constraint again.

Thank you so much :) I'm lucky that I have found an older version, which is unbaked (still no idea how i baked it without intention :D


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How to write attributes in points or instances created by geometry nodes
I created some instances using geometry nodes, and now I want to write new attributes in these points or instances and use them in the geometry nodes.
I tried these codes to write attributes in vertices (because I don't know how to get instances and points), although 'attr' appears in the spreadsheet, they still cannot be saved to the geometry nodes. Once any operations are done in the geometric nodes (I guess  the original model is updated), these written data will disappear
import bpy

depsgraph = bpy.context.evaluated_depsgraph_get()
obj = bpy.context.object.evaluated_get(depsgraph)
mesh = obj.data

if mesh.attributes.find('attr') == -1:
    mesh.attributes.new('attr', 'INT', 'POINT')

i = 0
while i < len(mesh.vertices):
    mesh.attributes['attr'].data[i].value = i
    print(mesh.attributes['attr'].data[i].value)
    i += 1

that's totally normal, because GN generates new mesh for the tree for every "update". Maybe you tell us what you wanna achieve as end goal? instead of asking for technical details, so we might come up with a "better" easier solution?

Thank you for your help Chris！I read the order of points, generate an index list, and used AI to create a value for each point (for example, I told AI that I want all points is butterfly，1 for butterfly， 2 for ant), and wanted to return this value back to the geometry node and instantiate them.@Chris

You need to apply the modifier for it to work. Or use geometry nodes to process the attribute values

Are there other global variables (geometry node can read) can be used to store this data？
My current solution is copy an evaluated mesh in code and attach the instantiated geometry node to it. However, this is too complex, I hope there is a more direct method


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How to convert a curve from 2D to 3D
I created a pattern out of straight lines in Illustrator and afterwards saved it as a SVG file. When I then imported the SVG file into Blender some of the lines appeared as 2D and some others as 3D.

Afterwards when I apply bevel object to that curve which is a bezier circle in this case the 3D curve looks great but the 2D curve looks like some of the normals have flipped direction.
It still stays the same even when I try to make the curve 3D simply by clicking on 3D button.

Could somebody tell me what is the problem here and how to solve it efficiently?

It's not quite clear what your problem is. Could you share the blend file?


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How to obtain evenly sized faces throughout the model?
I created the following shape and I'm trying to find a way to make all of the faces even squares.
I tried Looptools -> Space which distorts completely the model. The Remesh modifier doesn't seem to do any good either. Could someone help me with this?

Oh and don't mind the little triangles, I forgot to delete those.

Regular polyhedron for a square face list only a Cube.  Is this a math question?
Are your requirements for same square face size strict?
What about connectivity and smoothness?
Does connectivity mean hinged on two adjacent corners?
Blender modeling is usually polygon placement.
Polygon Zig Zag and Spiral seem to work for planes and strips while connected.
This includes a polygon cylinder.
Blender has no built in object for a sphere composed of square polygons other than the cube.

Thank you for your reply. I was wondering if it is even possible to make each of the faces more or less the same size and close to a square without losing the smoothness. Now when I think of it, the shape would probably get deformed in the process.

If you allow just a little wiggle room for connectivity, angle and size then you will be able to get more final shapes. Of course the open weave helps if you do not inspect negative space too much.  I suggest particle systems, armatures on objects or slight twist on your work over larger distances.

Great, this gives me options to try. Thank you


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Keyframed UV map not exporting in .dae?
I've made an oversized UV texture and keyframed the mesh face position on the UV map using AnimAll in order to change the image during an animation. Rendering the animation confirms the texture change works.
However, when after exporting to .dae the texture stays the same throughout. Is there a step I've missed or is this a limitation of the file format?
Thanks a lot

Blenders Collada exporter doesn't support Key framed UV's, also not sure if any other applications support exporting them.


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Run actions with a custom button
I would like to run 2 actions with a custom button. For example in edit mode I would like to run 1. Disolve edges and after that, 2. Disolve vertex.
Is there a way to create this custom button?
Thank you.

By "button", do you mean a keyboard shortcut or a clickable button in the interface?

Too add custom buttons to the UI here in 3D view / Toolpanel you could something like this:
import bpy

class DissolvePanel(bpy.types.Panel):
    bl_label = "Dissolve Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        row = col.row(align=True)
        row.operator("mesh.dissolve_edges", text = "Dissolve Edges")
        row.operator("mesh.dissolve_verts", text = "Dissolve Verts")
        # invoke custom operator
        # row.operator("object.simple_operator" , text = "All")

def register():
    bpy.utils.register_class(DissolvePanel)

def unregister():
    bpy.utils.unregister_class(DissolvePanel)

if __name__ == "__main__":
    register()

To run dissolve edges followed by dissolve vertices you would need to define your own operator, to enable the All button uncomment this line in the above script:
# row.operator("object.simple_operator" , text = "All"):

Custom operator (from editor's templates)
import bpy

def main(context):
    bpy.ops.mesh.dissolve_edges()
    bpy.ops.mesh.dissolve_verts()

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

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

    def execute(self, context):
        main(context)
        return {'FINISHED'}

def register():
    bpy.utils.register_class(SimpleOperator)

def unregister():
    bpy.utils.unregister_class(SimpleOperator)

if __name__ == "__main__":
    register()
    # test call
    bpy.ops.object.simple_operator()


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Extrude Along Path (Sharp Corners)?
How can face of cornice be extruded along a given profile 'P' ?
I've used knife tool to cut the long profile at 45 degrees and the  assemble them together but process is long?

Related: http://blender.stackexchange.com/questions/50534/how-do-you-make-a-mitred-corner

Hi there, I am involved in addressing this issue in Blender (in Geometry Nodes only as of v3.5). This is still in development but closing in on a solution and that'd be great if you could provide some feedback here: https://devtalk.blender.org/t/curve-to-mesh-node-even-thickness-feedback-thread/27271 - Thanks in advance!

Hi there, I am involved in addressing this issue in Blender. This is still in development but closing in on a solution and that'd be great if you could provide some feedback here: https://devtalk.blender.org/t/curve-to-mesh-node-even-thickness-feedback-thread/27271  - Thanks in advance!


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Why is my weight based bevel modifier only working at a specific angle?
video of problem
Why is my second bevel modifier with a weight limit suddenly not working when I change the angle, and why is the second example behaving literally the exact opposite of the first?

Can you share your Blender project file? Instructions for sharing. I can't tell at first glance. Have you applied the scale on all these objects?

I would suspect it has to do with the Clamp Overlap option of the Bevel modifier, but hard to tell what is clamped there without knowing the geometry.

Try adding a weld modifier after the first bevel. They are behaving the same way. When the beveled edge gets too close to the other one, the second bevel stops working. Like Gordon said, it's probably because the first bevel is creating vertices that overlap when you move the edges close together and that prevents the second bevel mod from working

@Cornivius Adding the weld modifier worked and produced the desired effect, thank you for the solution.


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Why Can't I Properly Delete the Endpoints of a Curve with Geometry Nodes
Hopefully you can see my intention from the images, but I'm just trying to make                   procedural line that will place a set amount of pillars equally distanced along a line, with larger pillars on the ends. I've got everything down but cannot seem to reliably delete the end points of the shorter pillars.

This is mostly my intention, but you can see the smaller pillars clipping the bigger ones on the end. I want those removed.

Here I've captured the endpoints of the original mesh line, and then tried to apply that as the selection to a delete geometry node, but it ends up deleting every point but the middle one. How do I fix this?

I cannot tell for sure what is the best way for you, because there are things in your nodetree that do not really make sense to me: why do you first resample the curve to a count of half the length, then store the endpoints of this curve, then convert it to a mesh, convert this part into points but take another part and subdivide it again and join it to the points?
There are several issues with this: first of all, having the points from the Mesh to Points node joined with a subdivided version of the mesh will result in duplicate points/vertices in those locations where the original points are.
Let's say you have a mesh line consisting of 3 vertices, start, end, one in the middle. When you subdivide it by Level 1, you get a mesh line with 5 vertices: the start, end, middle and two extra points, one between start and middle and one between middle and end.
If you join this mesh line with the original mesh line, you have 8 vertices: the start, end and middle are doubled.
In your case there are some more. Your resampled curve results in 5 points, the ones with index 0 and 4 get the attribute "start" set to true. Converting this curve to a mesh and then to points results likewise in 5 points, index 0 and 4 are "start" points.
Then you subdivide the mesh, resulting in a mesh line with 17 vertices. Index 0, 1, 2, 3 and 4 are lying in the same location as the original mesh. 0 and 4 are "start" points. Index 5 to 16 are the newly created vertices subdividing the mesh. 5 to 7 are the ones between 0 and 1, so they inherit the "start" from 0. 8 to 13 are the vertices between 1 and 3 and have no "start" attribute, whereas 14 to 16 have inherited the attribute from vertex 4.
Here is an overview of what you are creating in the top row of your nodetree up to the Join Geometry node:

I'm not quite sure why in your screenshot the middle one is still there, but I did not completely rebuild your nodetree and did not use the exact same values, so maybe there are differences somewhere. Even with your values I get a different number of (visible) pillars.
Now what I would have done - but that's because I do not understand the reason for your setup and don't know if it is necessary to make it that complicated - would simply be to first get a reasonable resample count for the curve to get as many points inbetween as you need, then get the Endpoint Selection node to separate the endpoint from the rest of the curve.
And without the need to store any attributes and not even converting the curve to a mesh and then points, you can simply use the Endpoint Selection result where it's true for the larger pillars, and the inverted result for the smaller pillars. Or you even use the result to scale the hight of the pillars etc.
Some examples below, but these are just a few, you can make this in different variations and it always depends what your exact goal is. I've left the resampling by half the curve's length at the beginning because I do not know if this is important and it makes no big differences for the examples (and I've used cylinders instead of cubes).
So, first this is a node tree where I use two different sized pillars like you, the endpoints get the larger ones with 3 m height via selecting them through the Endpoint Selection node, the points inbetween get smaller 2 m pillars by inverting the Endpoint Selection with a Boolean Math node set to Not:

Or here is an example where you don't need separate in two pillar objects and have two Instance on Points nodes. I've set the base height of the Cylinder to 1 m, then plug the Endpoint Selection node in a Math node set to Multiply Add. I'm multiplying 1 with the selection and add 2, this gives me a value of 1×1 + 2 = 3 for the endpoints and 1×0 + 2 = 2 for the points inbetween. Plugging this into the Z of a Combine XYZ node and using it to scale the cylinders will give the same result as the previous nodetree with two different pillar objects:

Or if you want them to start all at the same height from the bottom and only be different heights at the top, you could instead of instancing a Cylinder simply instance a Mesh Circle (Fill Type other than None to get faces) on those points. Since the circle has no height, the Z scale does not have an immediate effect. But if you plug an Extrude Mesh after the Instance on Points node, the Offset Scale will be using the scale of the instances for the extrusion:

You can also, if you want to instantiate other objects at the endpoints instead of scaling the existing object, use the following setup, where I use the endpoint selection to select the appropriate object from a group of instances:


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Bloom emitted from a dark material?
i want (in Eevee) something really simple (i thought) but can't make it work:
I want this bloom effect:

Combined with this color of the material itself:

So the "screen" itself should be the darker blue but with the bloom. I played around with the strength and color as well as with the bloom settings a lot. Also tried to make a second plane with the darker material but scaling it a tiny bit down does not work and a little bit in front works neither. Is it impossible?

Bloom is postprocessed ... if geneated image doesnt contains enough strong emmisive pixels, no bloom is calculated on top of the rendered (real time) image. So use Compositor to generate Glare  and mask screen ... or another option could be set volumetric environment and shout light rays to sides of mmonitor.


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render animation is lagging in the output(i render as a PNG)
i am creating videos in blender general and when i render animation it,the video has a lagi FPS like 1 or 2 secconds go after that it get freeze and it reapet again and again until video ends.what should i do?am i using a bad version of blender?

Where does the video lag? Are you playing your rendered frames in a video editing application? How many frames? What file format? What resolution?

You give too little informations as mentioned above. A screenshot of your output settings (with encoding settings if indeed a video) would help. I doubt this has anything to do with Blender, but rather an misuse of output formats/codecs or just weak hardware.

We need more information .. do you mean you render as a .PNG image-sequence, and then there is lag on playback? Where is there lag on playback? The Video Sequence Editor?


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Are polygons with 3 verticles acceptable for a good topology?
In these days I'm working on a model with complex forms so I'm trying to create a good topology. I'm begginer about this technique so I have watched lots of videos on YT which speak about that. Someone says triangular polygons are not good and others say that they are acceptable. So the question is: I must have polygons with 4 verticles or i can also have 3 verticles?
Model reference:

If it doesn't create any bad artefacts or bad shading it's ok to use tris

I would even extend moonboots comment : if it doesn't create any bad artifacts or bad shading, it's ok to use ngons too.

In general you can say, the need to always use quads is a myth. Some tools like Loop Cut require quads to work, or might give better results with quads like the Subdivision Surface modifier, but it's absolute nonsense to never use tris or ngons.

.. one thing, though, unless there are reasons not to, I would be tempted to use the triangle that occurs naturally in a UV sphere


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Can I export smooth effect from blender to an engine?
I'm working on a model and i have applied a smooth effect(you can see this on the image).
My question is, can i export this effect on a fbx file to use it on a engine(UE5)?
I'm trying to avoid subdivision surface to improve perfomance on engine so I'm searching another solution.
Thank you for your answers!


text:
Expressing Euler Rotation in Degrees | Geometry Nodes
While learning Geometry Nodes and constructing a functional clock face, I ran into an issue.
My animation should be a minute long - 1800 frames at 30FPS.
In the first part of my graph, I am multiplying the current frame number (#frame) by the value a second pin should move with each frame - 360deg/1800 expressed in radians as (tau/1800).
I then convert this value to degrees with the To Degrees Math Node. Same functionality could be achieved without conversion, working with Radians only. But seeing as the Conversion node exists, I had hoped to use it.

Later, this value is plugged into the Y slot of a Combine XYZ node. My goal was to create a Vector which could then be input into the Rotation of a Transform Geometry node.
It is here, where I suspect the problem arises.

At frame 450, the Second_pin object should be rotated by 90° along the Y-axis. The output of a Combine XYZ node is a (0,90,0) Vector.
This doesn't happen. Instead, the output looks like this:

My guess is that the Transform Geometry node uses a different data type to express rotation internally and my Vector gets converted wrongly. Is there a way to fix this?
Is it desirable to use degrees internally like this?
Thank you for any help.

welcome. It's seems that the conversion is already done by the Transform Geometry so the Convert to Degree repeat the transformation. Delete it, it should work find. If I’m not mistaking something…

Yeah, it's just confusing interface.  The rotation field expects degrees if you type numbers into it.  But if you plug a noodle it, it expects radians.

(Using Blender 3.6.8)
Angles in degree are supported only as direct inputs by the Transform Geometry node, if degree is the angle unit chosen by the user. As soon as the Rotation socket is connected, it is expecting radians. In the following GN graph, whatever the switches, the result is the same.

Resources:


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stopping a rig bone from bending
how to stop bone from bending when using IK bone. it is not shown in the picture but i have limit location and limit rotation set to 0 on the bone that i want to stop bending to see which one could fix it but unfortunately it didn't. I would like to keep two bones in the forearm. I have been looking around for solutions but not finding fix for my issue.

To prevent a bone from getting rotated by an IK chain it's taking part in, lock the axes of the bone in properties/bone/inverse kinematics:

Constraints like limit rotation will not prevent IK from rotating a bone.  All constraints are evaluated before IK.  So the limit rotation will only limit the rotation going into the IK solver, which will then be free to rotate the bone after that rotation has been limited.
Unless you axis lock it, which tells the IK it can't rotate that bone in any locked axes.

thank you very much for quick response and it is a solution so i will mark it as a solution but i forgot to add to my original question that i would like the ability to twist that bone abit. from my understanding on the answer you gave is that i wont be able to twist.

If you want to twist it, don't lock Y, or make it non-deforming, with a deforming child that doesn't take part in the IK.

thank you very much. been scratching my head for 4 days with this. still learning a few things on rigging.


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How to merge two parts?
So i just started learning blender, and i have no idea how to merge/connect this two parts of my model. Can anybody pls help me?

hello, are these 2 separate meshes or 2 separates objects? Have you tried the boolean operation or modifier?

Hello and welcome, if you are doing a sculpture, there is no need to join those, you should try to learn retopology

@moonboots Hi, these are two saparate meshes, in the same object.

You could use the boolean operation, or if you remesh in sculpt mode it will merge the different parts (R to set the face size, Ctrl R to apply)

@moonboots It's worked, thank's for helping me.

Remesh in Sculpt mode it will merge the different parts: R to set the face size, CtrlR to apply.


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Rain Rig Layers Not Showing Up in the Setting Bar
I downloaded the rain rig and opened it in Blender 4.0 and the layers settings aren't showing up. Is rain not compatible with 4.0?  (It's the same in object mode and pose mode.

it most likely has to do with Bone Layers turning into Bone Collections in Blender 4.0, unfortunately unless the Blender Studio updates the rig i dont think the layers will work properly :c.
a work around you can do is utilize the bone collections just as if they were the layers in your N panel. you might want to rename them for clarity though.


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subdivide at line at the selected location (vertex) of that line?
how can a lose vertex "P" be made a part of selected line in "image 2". So that the mesh act as one entity?

Here is how I accomplish this when I am modeling:
First, select the edge you want the vertex to be added to.  Then hit W > subdivide.  This will add a new vertex on the edge, then select both the new vertex and then the original one (making sure to select them in that order) and hit Alt + M > at last.  This will merge the two vertices to the location where the original vertex was.

You can also accomplish this by using Ctrl+r loop cut and sliding it over to the point and using w -> Remove Doubles to 'weld' the two sections together.  If the piece happens to be aligned with one of the axis (x,y,or z) it's very easy to get the alignment perfect by selecting the vertex and using Shift+s -> 'Cursor to Selected' and making sure that the Pivot Center is set to 3D Cursor as shown here.  Then press s for scale and use z and 0 which will constrain the scaling operation to the z-axis and it will scale to zero.  Since the pivot was set to 3D Cursor, it will scale to the point that was used to position the cursor.

I imagine you can also scale a line to a point by using local space/custom transform axis.
Here's an animation.


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Difficult on modeling human head
Blender version: 4.0.2
I was trying to sculpt a simple human head for future animations using two planes: one for the face and ears, and one for the back. I am starting low-poly. I use multiresolution for verifying how things are playing out.
I was using mostly the edit mode to build everything, not much of the sculpt mode. I have recorded some of the initial modeling process, but, you see, the results aren't that nice.
Importantly, I am having two issues: the ear looks distorted, and the head looks like it is split or was sewn.

Note: I may probably restart all this head.

there is box modelling and there is sculpting. For both approaches it's a good idea to start with a cube or a sphere. The MultiRes modifier is like a layer to add fine details like wrinkles if you have a base model done. It's not used to turn a cube into a human head. Better use the remesh operation when you sculpt the mesh to create the base shape.

The faces on the back of the head have inverted normals. On the ViewportOverlay dropdown enable FaceOrientation. The red portion shows that the normals are flipped. Blue is ok.
Go into Edit mode, select All then Shift-N to recalculate the Normals.

There are still a couple of faces on the ear which are inverted but I think you should start again with that anyway as the topology is very poor. You also need to add and apply a Subdivision Surface modifier to give the sculpt brushes more vertices to work on.


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Baking light in cycles
How to bake light in cycles for an emessive map? I only need to bake the texture that highlights the mesh with light

you are talking about "the texture that highlights the mesh with light", could you please tell a bit more?

An annotated screenshot could help.


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Installing blender from file
I'm new to Ubuntu, and I want to install blender on Linux from  *.tar.xz file I have downloaded from the blender.org, but I just can't make it work. If I install blender from the Repository, it works but it is an older version - 3.6.2. I have noticed that when you install the blender package from the repository, the main files are copied to /usr/shared/blender, the shortcut file - blender.desktop is placed in /usr/shared/applications and the file the execution file is placed in /usr/bin/ so it seems you can't just uncompressed the *.tar.xz to /usr/local/blender and double click the shortcut file, yet the instruction for installing on Linux, on Blender.org are to uncompressed it to usr/local/.
I have 2 questions but they might be interrelated:

What should I do to make version 4 installed from the downloaded file it work by clicking on the shortcut file, like it works when I install blender from the repository?
Even the version I installed from the repository will not run from the Terminal with ./blender, or /usr/bin/blender, even though it does run by double clicking /usr/bin/blender file, or the blender.desktop file, so it is not missing dependencies, so if I want to run it from Terminal with command line, what should I do?

TL;DR
Run these commands after extracting blender in /usr/local:
#!/bin/sh
mv /usr/local/blender-* /usr/local/blender # Recommended
sudo ln -s /usr/local/blender/blender-launcher /usr/bin/blender
ln -s /usr/local/blender/blender.desktop ~/.local/share/applications/

Explanation:
The first recommended step is to rename the extracted folder which has the version and architecture in its name by default, the most common name to use is just blender:
mv /usr/local/blender-* /usr/local/blender

Second: Create a symbolic link that targets to the blender-launcher script which is delivered along with blender, this script will prepare some environment variables so blender can be executed even if you are located in different folders, given that /usr/bin is in the $PATH variable. You need root permissions to write it in the /usr/bin folder.
sudo ln -s /usr/local/blender/blender-launcher /usr/bin/blender

Third: In order to let know your application launcher about the existence of blender, you need to copy or link the .desktop file inside ~/.local/share/applications/ or either /usr/share/applications/, but the second one requires root permissions, so I'd just use the first one:
ln -s /usr/local/blender/blender.desktop ~/.local/share/applications/


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Blender is crashing how do I know what the problem is?
Blender is crashing how do I know what the problem is?
Is there a error log file somewhere?

https://blender.stackexchange.com/questions/1377/best-place-to-put-bug-reports


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Installing blender on termux x11 with hardware acceleration
Is there a way to install blender on termux x11 with hardware acceleration?
Anyone with experience please help.


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Sky texture not visible in scene but the render comes out fine
Was following the Blender Guru's donut tutorial (10th part). As I was trying to light the scene without any lamps and using the sky texture, first the scene didn't go completely dark and when I added the sky texture it didn't show up in the scene either.
Tried to make the scene dark thought that might help with the sky texture but that didn't work out either, though  the sky texture renders out properly just doesn't show up in the scene.
Here's the blender file. Any help would be appreciated.
https://drive.google.com/file/d/1FH2txCY1TcSH_Q0qNbqp1U2r9BnErvAC/view?usp=drive_link

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.

Light your scene without lamps?  In Cycles use only Sky Teksture on the world. The world in itself emits light.

@Lukasz-40sth According to the question the scene already used the Sky Texture and the issue which is asked for here is why it does not work. If you would have read my answer you would see that there seems to be a great misunderstanding of how the world setup works and what the Sky Texure is. So just saying "use the sky texture" without further explanation to someone who thinks he already uses it will not help much.

First of all, it does not render out properly. If you really render it by hitting F12, everything is completely black.
What seems to work properly for you is the render preview in the viewport. Usually this would be black as well, but you have disabled Scene World in the Viewport Shading options. Which means, it uses the built-in HDRI from the Material Preview to light the scene - but this will not be rendered in the real render.

The other problem is, even when you enable the Scene World, it would still be black because you have deleted the World from the scene. That's why there is no world to choose from in the list and the button says New.

Next is, you are not using the Sky Texture. You set values for Blender's Sun Position tool which can be used to set the angle etc. of a sun lamp to some real calendar data. But this only works if you 1) have a world in your scene and 2) if you have chosen a Sun lamp object which should be using this data which you have not, because there is no sun object in your scene.

So to get real lighting in your scene do the following: to have a world lighting that will actually be rendered you need to enable Scene World again in the Viewport Shading for the Render Preview.

Then go to the World Properties tab and click on the New button.

Now it depends on how you want to light your scene. You are talking about the Sky Texture. If that is what you originally wanted to do, go to the Surface settings of your new world, click on the yellow circle button next to Color and choose Sky Texture from the menu. Now you can tweak the settings to your liking.

Or you want to use the Sun Position settings. In this case the first thing you have to do is add a sun lamp in the viewport: Shift+A > Add > Light > Sun. Then choose this as Sun Object in the Sun Position settings.

What remains is choosing the Usage Mode. The default is Normal, this way you can choose a date and time etc. and the Sun Object's rotation will be adjusted to that. The rest of the sky will be color and strength you have set for the world.
The other Usage Mode is Sun + HDRI texture. In this mode you cannot choose date/time and it requires you to select an Environment Texture for the world (as Color where you picked the Sky Texture in the other lighting method). With this mode you can pick the sun's position where it is located in the HDRI texture.


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Blender file Mac to Window
I'm a student and often it happens to me to work at school where we use macs and at home where I use my computer which has Windows 10 installed. Today I opened at home a file I started at school and as soon as I tried to edit an object in edit mode it seemed bugged. I tried to search some solutions online but found nothing. Everytime I tried to enter edit mode the object would become darker and magenta and cyan lines would pop out from faces and/or edges in their center. I tried to change the graphic settings CPU to GPU or viceversa, I also tried modifying the cycles setting but it didn't work out. I then realized that I've been working on two different operating system so I opened a new file and just copied my work on there. Is it normal? Or have I corrupted something?
Here is how it looked like.


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"Decimate" doesn't change the face count in blender
I have a .obj formed data from ShapeNet, and I want to decimate the mesh from 32600 faces to about 800 faces (don't worry about the detail loss). But the face count doesn't change at all however I change the ratio.
I've also tried un-subdivide and planar decimation, it doesn't work as well.
Strangely, when I try decimation on other model, (for example, a cube), the decimation works.
I suppose it's because of the data, but I can't figure out why.

Is the mesh connected? Maybe go into edit mode, select all and marge by distance.


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Layers and shadow passes
Render shadows separately，The rendered shadow cannot cover the object.

Easier solution than finding solution for this would be use that plane you used for shadows as shadow catcher and render it as object with shadows in one render, why don't you try it like that? Btw it looks like some weird outline, do you have freestyle on? One more question, did you cut it out or rendered it on transparent background?

Why do you mask shadow?

There are many ways to do this, so it is hard to advise more specifically for your situation without knowing more context, but when compositing, if you want to control the shadows or change the background you should have:

The background
The shadow without the hole for the object
The object

So you could render the shadows with transparent background and shadow catcher objects or you could give the shadow catching objects completely white color so they catch some color information with the shadow as well but you should just put your shadow casting object into a collection and set it
to Indirect Only mode:

Then you can composite your new background, the shadow render pass on top in multiply mode, and then only the object on top of that.


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RX vega 10 gpu not showing in cycles render devices
I have an amd Rx vega10 gpu but for some reason, blender just isnt showing it in the available gpus. Im pretty sure that my gpu is compatible for it. can anyone please help me out here.

What Blender version are you using and do you have the latest GPU drivers installed?

using 4.0 and from windows11, i do have the latest driver installed

I use a Nvidia card here so don't know the RX Vega gpus. You could try posting a bug report via Blender's Help > Report a Bug menu since no-one else has commented here.

k, thankyou....


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Can I import a separate blender file as a mesh?
I'm not sure how to really word this question but I am trying to make a low poly model in blender and I'm thinking of trying to make certain parts in a separate file (primarily the hair, as it's supposed to be half-shaved and I feel as if making it separately would make it easier to do than trying to extrude everything.), but I am not entirely sure you can import other blender files as a mesh. If someone could also tell me how you would go about this that would be very helpful, thanks.

You can append in objects from other Blend files (File > Append)

For some reason the option is blacked out, is there something I'm missing? Even if I don't have a file to add then it should at least pop up showing there is no files to append.

You mean the append file is greyed out? Your probably in edit mode. Hit tab to get back into object mode

Ok thanks, this worked once I exited edit mode.


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Blender Crashes with Large Files on AWS g4dn.xlarge Instance
Hello Blender Community,
I'm currently facing a challenging situation with Blender crashing when attempting to open a file under the following conditions:

Due to insufficient performance on my local PC, I've opted to use AWS's NICE DCV for Windows (g4 and g5 with NVIDIA gaming driver) available here: AWS Marketplace.
The instance type I'm using is g4dn.xlarge.
I've encountered this issue across Blender versions 4.1, 4.0, and the 3.6 LTS.
The .blend file in question is quite large at 1.41GB. While it does open on my local machine (Windows 10, Intel(R) Core(TM) i7-4790K, 32GB RAM, GeForce GTX 1070), albeit slowly, it consistently crashes on the AWS instances mentioned above.
I was able to open small files without any problems in the same environment.

Here is a snippet of the log showing the issue:
wmEvent type:260/WINDOW_DEACTIVATE, val:2/RELEASE, prev_type:214/RIGHT_ALT, prev_val:2/RELEASE, modifier={}, keymodifier:171, flag:{}, mouse:(373,117), utf8:'', pointer:000001D24E9A2B40
UI_menutype_draw: opening menu "TOPBAR_MT_editor_menus"
UI_menutype_draw: opening menu "TIME_MT_editor_menus"
UI_menutype_draw: opening menu "VIEW3D_MT_editor_menus"
Malloc returns null: len=268435456 in imb_gpu_get_data, total 7682452824
Memoryblock free: attempt to free NULL pointer
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7687429472
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7693335240
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7699676632
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7705902176
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7712599344
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7719220096
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7724563376
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7730728968
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7736990200
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7741393736
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7747776360
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Calloc returns null: len=268435456 in imb_alloc_buffer, total 7753886656
IMB_ibImageFromMemory: unknown file-format (<packed data>)
GPUTexture: Blender Texture Not Loaded!
Malloc returns null: len=5906760 in acquire_data, total 7753896120
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FFC887C12DB
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FFC887C12DB
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FFC887C12DB
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FFC887C12DB
Module  : VCRUNTIME140.dll
Thread  : 00001150
Module  : VCRUNTIME140.dll
Writing: C:\Users\ADMINI~1\AppData\Local\Temp\1\joined.crash.txt
Thread  : 00001708
Module  : VCRUNTIME140.Writing: C:\Users\ADMINI~1\AppData\Local\Temp\1\joined.crash.txt
dll
Thread  : 00001a20
Module  : VCRUNTIME140.dll
Writing: C:\Users\ADMINI~1\AppData\Local\Temp\1\joined.crash.txt
Thread  : 00001b88
Writing: C:\Users\ADMINI~1\AppData\Local\Temp\1\joined.crash.txt
Error loading symbols C:\Program Files\Blender Foundation\Blender 4.1\blender.pdb
        error:0xe06d7363
        size = 93384704
        base=0x00007FF7BE5A0000
Error loading symbols C:\Program Files\Blender Foundation\Blender 4.1\blender.pdb
        error:0xe06d7363
        size = 93384704
        base=0x00007FF7BE5A0000
Error loading symbols C:\Program Files\Blender Foundation\Blender 4.1\blender.pdb
        error:0xe06d7363
        size = 93384704
        base=0x00007FF7BE5A0000
Malloc returns null: len=5000 in opendir, total 7753896120
Malloc returns null: len=5000 in opendir, total 7753896120

Has anyone else faced a similar issue, or could anyone provide any insights into what might be causing these crashes? Any advice or guidance would be greatly appreciated.
Thank you in advance for your help.

It might help anyone who knows the answer if you attach the .blend file in question

Could it be that you are running out of memory on this machine ? It seems to be 16GiB, compared to 32GB on your local machine.

It seems to be 16GiB, compared to 32GB on your local machine

Indeed, I thought it was good because it had a lot of VRAM, but having less RAM was a blind spot. I just tried it, but unfortunately, it didn't work on g4dn.2xlarge, g5.2xlarge, and also on g5.xlarge.

This is the data I'm trying to open. I hope it can be helpful.
https://beneficial-mandrill-7ed.notion.site/Blender-Crashes-with-Large-Files-on-AWS-g4dn-xlarge-Instance-packed-6b689ba015bc4d79b41d1197e9697697?pvs=4

As indicated in the log, it seems to crash when the VRAM is full.
https://i.gyazo.com/3f408255af389e640717da2b04842341.mp4


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Translating a 2d tesselation onto a 3d sphere?
So, I made a tesselation in tiled.art, of my Premier League team, the Wolves, and wanted to tile these onto a sphere - they're basically hexagons with some sides subdivided and pushed in, making a decagon, if I'm correct . However, if i want to use a truncated icosphere or similar, I also have to use pentagons, or similar, but I'm not quite sure how to go about doing this.

This might help https://blender.stackexchange.com/questions/52904/wrap-curve-around-sphere

Ooh, never thought of that... Thank you!


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Align one face to another face of object?
How can one object 'A' (activated in edit mode) be rotated to align it to the face of other object highlighted with pink colour.

Does using Snap To Face instead of Snap To Grid (default) work in this instance?

What do you mean by aligned? Supposing you mean with all 3 local axes parallel, you have 2 options I can think about:

As @NoviceInDisguise suggested use snap to face and make sure you select the button next to the snapping option: "Allow rotation with the snapping target" is the caption and it shows a sphere with a beam as an icon. After that translate accordingly

In case the pink object was previously rotated and the rotation wasn't applied yet you can copy the rotation parameters to the selected object and translate if needed :)

In Object Mode select the plane that you want to align (the one that you want to change).
Add the second plane to the selection so that it is the active object.
In the 3D View Properties panel right click on one of the Rotation values and select 'Copy to Selected from' the pop-up menu and they will have matching rotation values.

I think that there are several ways to do this depending on the situation. This method may not work for all scenarios but it will work for two planar objects.


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Camera with different properties
In this 3d model space multiple camera are placed.
One camera is desired for portrait shot (1200 X 1800 pixels)while other in landscape (1800 X 1200 pixels) shot.

But in blender when one camera setting is changed to the landscape proportion the other automatically changes to landscape (which is not desired).
However there is some workaround that to change the orientation of second camera so that other camera remains undisturbed (but this is annoying to look at).
Is there any proper method to resolve the Orientation Issue.

Related: http://blender.stackexchange.com/q/5511/599

Afaik, you set the resolution to the "scene render properties", not "camera properties", and it makes sense, eg: if you animate a scene with two cameras, one landscape and the other portrait, and during the animation you switch the camera, how should the animation video be rendered...?
You can use a scene copy, though. Every scene has its own "scene render properties", and you can use Scene 1 render 1200 X 1800  and Scene 2 1800 X 1200. But you'll need to render them separately, I guess.

authors: Денис Воронков


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Vertex Orientation in an Object
Why vertex "A" is aligned at different axis as compared to VErtex "B" & "C"?
How can "A" be aligned similar to other two vertex(B & C)?

Why vertex orientation is useful for you in this situation?

I want to drag these coordinate along x (Red Direction). But notice the vertex A alignment :(...hope there a solution.

Instead try G G and hold Alt

A, B & C moves initially properly(vertically) but after certain distance the only points which drags is C. This makes a segment between B & C tapered. Cool trick but not usable in this case.

Vertex normals are determined by the interpolated face normals of the connected faces. When you have the transform orientation set to Normal the Z axis is aligned with the vertex normal.
Trouble is that there is no way for blender to know how to align the manipulator on the corners. It still has the Z aligned correctly, but that is not helping you here.
See in this image I have a mesh similar to yours, selected at different times in two different spots. Note that even though the manipulator is pointed in the "wrong" direction in the bottom corner, it is still correctly aligned with the vertex normal (blue line on each vertex).

As a work around you could align the view to one of the faces, with ShiftNumPad 7. Then change the Transform Orientation (in the 3D view header) to "View".


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Why isn't my plane becoming glossy even after making roughness to zero?
I am new to Blender and I have added an emission texture to a sphere which is supposed to be a sun
Why isn't my plane becoming glossy even after making roughness to zero?

Hello and welcome, if you are using EEVEE render, you need to turn on "Screen space reflections" (Render properties > Screen Space Reflections)

if Emirs comment doesn't help, please provide blend file

You won't have a proper reflection in Eevee unless you create a Light Probe > Reflection Cubemap around your scene (as your object is not flat you can't use a Reflection Plane) and then Bake Indirect Lighting in the Render panel > Indirect Lighting (also see my answer here). But if you animate your sphere the reflection won't be animated. You can fake the reflection with a light though, just put it at the same position as your sun and give it enough Radius.


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Where is the "context.window_manager.keyconfigs[0].preferences.select_mouse" in version 3.0?
Where is the context.window_manager.keyconfigs[0].preferences.select_mouse in version 3.0?
I have updated to Blender Alpha build for v3.0, but my old code no longer works. After reading the new API and release notes, I found nothing. How can I get the mouse select?

Can you elaborate on what you are trying to achieve? Is the idea you want to listen for Left Mouse Button Down?

i want to know the mouse select mode, left or right


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How to keep hair particles from moving
I don't know much about hair dynamics and using particles to create hair. I tried it once but my computer couldn't take it. Every time I hit play I would see the hair particles fall and move dynamically, and it would cause the speed to reduce drastically.
I came up with a character for whom I just want to have short fur that sticks to his body and doesn't move around. I don't want his fur to move in a wavelike motion or anything. Is there a way to create hair particles that don't move? They don't dangle or wave or anything but will still stay attached to the character?

What Blender version you use? By default "Hair Dynamics" is disabled ...

as Vklidu says, disable Hair Dynamics, also if hair particles are too heavy maybe use another method like planes with png image?

the easiest thing would be if you provide your blend file so we can check it out

So all you need to do is make sure hair dynamics is disabled? I'm using 2.97 so yeah it's disabled by default. If that's the case then I think that's all I need to know

Would be more helpful if you could try our recommendation and spend your previous comment to let us know if it worked.


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Where is the misc tab when you press n?
When I press N , next to item, tool, and view should be misc right? It isn’t there for me but I need it for kinematics settings

In Blender 2.8x there isn't. What exactly are you trying to do and what particular settings are you looking for? Is this related to an add-on that should add its settings to that tab?

I was using a tutorial for a Spider-Man animation and the Spider-Man rig has settings that need to be changed through the rig main properties in the misc tab

When you open up the Spider-man model it blocks a script for the rig, which Blender asks your permission to run or ignore. I enabled the script the second time running it and the Misc tab showed up for me.


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Geometry Nodes: scaling random faces does not work, scaling manually selected faces does. Why?
I used the curve to mesh modifier to instance a square grid into a curve.
I want to uniformly scale random segments of the resulting "tube" in the xy plane.
Capturing the indexes of the faces I use them to address a pair of faces (top and bottom of tube) to scale.
Index of top face = 4n-1
Index of bottom face = 4n-3
Entering numbers according to these functions manually works as expected:
(n=55 in this example)

Using nodes to calculate random numbers DOESNT NOT WORK. WHY?
(only one of the two adressed faces is selected properly, the "counterpart" (face on the bottom of tube in example) is not adressed/in another place as expected for some reason

Hello and welcome. Please don't write in all caps in the title or body of any posts, it is the written equivalent of shouting, is harder to read and may be [considered rude](https://en.w

The issue is because you have a random value per face index. That means different faces of the same ring may have a different random value.
You can divide the index by 4 (as 4 faces per ring), input that in a boolean random as ID so that all 4 faces of the same ring will have the same boolean value.
Then pick opposite faces which are odd or even (unmute the 'not' node eventually) depending on the opposite faces you want to scale.

+1 i had a solution as well - but it was not as elegant and clever as yours!

@Chris, thanks to say that!

@lemon Nice solution!  thought the index node uses vertex indexes by default. what makes the index be the face index here? or is it just that their effect is identical in this case due to math shenanigens? that was the whole reason i wanted to capture the face indexes in the first place.

"Scale elements" is set to "face", that's why the index in the 'field' going among the node tree is also a face index. Saying it another way: index is the index of what we are talking about when it's used to transform a given geometry.

@lemon they should really add a symbol to the index node to represent what kind of index it outputs. do you know where i can suggest that? especially since they literally added icons for vertex/edge/face for the measuring tape tool recently

sinwar, this is not so simple, because the same "index" node could output into two different fields (for instance, face and vertex).

but you can share your ideas about it here for instance: https://blender.community/c/rightclickselect/?sorting=hot


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procedural texture scaling
Procedural texture scaling changes note picture A the flakes are bigger than flakes at B. Why this happens ?Texture should be identical!.
Note: A & B are two different objects with same material. Scale is also applied.

I don't see any textures in your object, which would be helpful to diagnose texture related issues, also your node tree screenshot is barely visible which doesn't help either.
Anyway, you seem to be using both Generated texture coordinates and UV texture coordinates, both of which can vary by object, the former depending on the geometry's actual dimensions, the later depending on its current UV layout.
Use either Object texture coordinates or World based ones if you have different scales across objects.


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Rig rendering as black in Cycles
I have put together a basic scene with a light source casting onto a rig copied over from another file. The textures appear normal in texture preview and in EEVEE, but when rendering in Cycles the rig turns out black.
I have no idea as to how this could be happening as I am relatively new to Blender.
Here is my scene and a picture: https://filebin.net/6o97trb0w3466xkc

Pure black in cycles usually means the surface is giving no light response.  The shader output might be set to eevee only, or you might just try connecting the output noodle again to rebuild the node graph.

The rigged character appears dark because of flipped normals generated by Solidify modifier. If you disable modifier it is rendered fine, but ...
... in your case the solidify modifier is used to generate flipped faces for a reason to be used as trick to render outline stroke. This "trick" is based on "Backface Culling" feature, that is available for Eevee, but not for Cycles render engine.
You would have to use different technique to generate a stroke in Cycles ... like Freestyle described in gandalf3's answer.


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How do I avoid banding in volumes that appear only on every other frame?
I am rendering out a sequence and have noticed that there is a circular banding happening within a volume, but only on every other frame. This happens both on render output and in rendered view within the viewport, but again, only on every other frame.
To note: The camera is inside the volume, rendering in cycles, GPU Compute, 128 samples, denoise on for render (not viewport)
I have tried the following, with no success.
-Increasing and decreasing the step amount and max step amount in the volume tab
-Adjusting scale of the noise texture controlling the volume
-Adjusting X and Y scales of the noise texture in the mapping node
-Adjusting the handles on the color ramp also controlling the volume
-Adjusting the HDRI Z rotation (I thought the banding was a result of light emitted from said HDRI)
I have included links to the first 5 frames of the sequence (ignore content, client project). The banding happens on every even frame (2, 4). If I need to upload any other images or screenshots, please let me know.
Frame 001: https://ibb.co/px7WYRv
Frame 002: https://ibb.co/QkDpY3S
Frame 003: https://ibb.co/ZGS9CFt
Frame 004: https://ibb.co/jRqjxSF
Frame 005: https://ibb.co/kS7ZHKX
Thank you in advance for your help, hoping to get this solved asap.


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Ignored blend weights in exported FBX file
I have made a simple rig for a model I have, where some vertices are not affected by any bone. When I export this model as an FBX file, blend weights and indices are ignored for vertices that are not affected by any bone. The encoder for proprietary format for the game engine I'm using gets upset by not all vertices having the same set of data.
Is there a way to force Blender to include zero blend weights and indices and not ignore them?
Thanks in advance!

If you find that there is no user-based solution; you could try and prove this is not normal by using a trial application that has better support for FBX and test the combination there.  Now file a detailed bug report that logs everything you know about the problem.  Now that I think of it, you should start a blog immediately and detail everything you do since every clue will help.  FBX is closed source which means that it has to be reverse engineered.  The more help a person has with that, the better it will go.


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Runtime error when rendering animation with a frame_change_pre hanlder defined
To visualize time dependent data I make use of handlers. The idea is to change the geometry every time I change the time. A minimal working example is shown here:
def time_handler(scene, depsgraph):
    """
    Function to be called whenever any Blender animation functions are used.
    Updates the geometry according to the function specified.
    """
    bpy.ops.object.mode_set(mode='OBJECT')
    cube = bpy.context.active_object
    cube.location[0] = bpy.context.scene.frame_float/30

# Set the handler function for frame changes (time).
bpy.app.handlers.frame_change_pre.append(time_handler)

# Create a cube.
bpy.ops.mesh.primitive_cube_add(size=1, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))

While this works as expected when I use the Timeline, rendering the animation results in this error:
Error in bpy.app.handlers.frame_change_pre[0]:
Traceback (most recent call last):
  File "<blender_console>", line 6, in time_handler
  File "~/bin/blender-4.1.1-linux-x64/4.1/scripts/modules/bpy/ops.py", line 109, in __call__
    ret = _op_call(self.idname_py(), kw)
      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
RuntimeError: Operator bpy.ops.object.mode_set.poll() Context missing active object


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Add modifiers automatically on new objects
With thew new blender 4.1 release, I've started wondering if there is a way to add modifiers automatically for new objects.
For example. If I add a new sphere, I want it to come with the new autosmooth modifier and with weighted normals modifier. Those two modifiers I use on every single object I work, so it would be nice if I could have them set automatically.
Is it possible?

yes it should be possible using a python script


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Using a Maya FBX rigged character to generate new characters and rigs in Blender
Good evening! This is the first time I'm approaching the stackexchange, I really hope this question doesn't sound too complex or messed up.
TL;DR: How do I create Blender armatures that work this Maya FBX's actions?
Within the project I'm currently working on, I've been asked to figure out a way to create new assets from Blender, while keeping the same structure that prior partners were using in Maya to export animated characters to Unity. The character in question has all of its actions. However, the character uses a Maya structure, and I don't know if it's supposed to look like this.
The character itself works with the actions given. The problem arises when we need to rig a new character with this armature; as it's not symmetrical and the bones aren't connected, there may be issues and problems.
I have tried to make a new armature respecting the bone names, but the actions break with this specific armature. I have tried to rename bones within Auto-Rig Pro to match the armature, which hasn't worked either: In both cases, the bones turn to undesired directions.
Retargeting seems to give the best results, but that would imply generating new actions and assets worked and produced in Blender. In the past, we've had issues with implementing rigged FBX from Maya to our Blender pipeline, and since history's repeating itself, I would like to ask what do you think would be the best solution for this problem.
Thank you for your attention!


text:
So sorry, its kinda NSFW, but can you help me?
Once again, so sorry if its kinda NSFW or awkward. But i can’t seem to understand this problem. I’m also just a beginner. So please, if you have time, can you kindly guide and help me?
I recently created sims 4 adult clothing. I want to edit this outfit

And i already managed to make it like this

But from here, when i upload to Sims file studio, it looks like this

Can you guys help me figure it out, how to make the texture looks like the second picture. Is it hard to do it?

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"

Hello, have you deleted the faces?

Hi there. You wrote "And i already managed to make it like this "... it would help to know what you exactly did to achieve this.

@moonboots no, i have’nt. I use sculpting mode

@Blunder Thanks for answering. I used sculpting mode and use a grab mode to make the mesh looks like that.


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Harsh alpha edge when combining clips in Video Editing
I'm new to Blender and I'm stumbling on a surely simple problem.
I want to use the Video Editing module to combine the rendered .exr image sequence of an animated layer over a background. Using Cycles. If I render my object (the good old donut) over its background together, it blends in nicely (B), but if I render the object on its own with alpha and then combine it (Alpha Over) using the Video Editing Sequencer, I'm getting this harsh edge (A).

This it the timeline. Very simple.

My donut Compositing tab is simple enough. It must have something to do with a small group of nodes to make the donut bloom a bit.
I have tried with the Alpha Convert node at the end, and while it makes the edge a bit better, it also removes the bloom. Maybe there is another tick or a different node?

Any suggestions would be much appreciated.
Thanks.


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How to fix Roblox Deformation when rotate
I'm having trouble with importing a Roblox avatar to Blender. Specifically, I'm having difficulty with posing it after import. I've watched several tutorials on how to import and rig an R16 Roblox avatar, but I always encounter issues. After adding bones, whenever I rotate a specific part, it widens and deforms. This happens every time, and I'm not sure what I'm doing wrong. Can anyone share a tutorial video on how to correctly import and rig a Roblox avatar without encountering deformation issues? Alternatively, can someone help me troubleshoot this problem? Thank you!

If the character is supposed to have rigid limbs, don't parent it With Automatic Weights but With Empty Groups, then assign the parts you want to the vertex groups you want. If this doesn't fix your problem please tell more, show screenshots, maybe share your file

If the character is supposed to have rigid limbs, don't parent it With Automatic Weights but With Empty Groups, then assign the parts you want to the vertex groups that have the name of the bone that is supposed to control them:

How do I do that? I'm sort of new to the blender and it's controls and features so I'm not sure how to do anything.

I've added a screenshot, I hope it helps

Okay, I'm looking at the screenshot and it appears I'm in the right place. However, I don't think I named it with vertex group since I'm looking at yours and It doesn't appear exactly as mine. Here's some information: It is an imported Roblox figure (R16 so it has more parts) that I'm trying to pair with a rig from Rigify. I'm not sure where I went wrong. I might need to learn how to redo the entire thing since I have a feeling I did something wrong when I was importing.

Here's a link to the roblox avater: [https://drive.google.com/drive/folders/1Ya4quXcdtPpMePJJojmgAtpDZsk_udOu?usp=sharing]


text:
'Context is incorrect' error from `project_from_view`
I'm studying the Blender Python API and trying to run the following simple script:
import bpy

bpy.ops.mesh.primitive_cube_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action="SELECT")
# bpy.ops.uv.smart_project() # This does work
bpy.ops.uv.project_from_view() # But this does not work
bpy.ops.object.editmode_toggle()

However, this gave me an error as follows:
Python: Traceback (most recent call last):
  File "\Text", line 7, in <module>
  File "C:\Program Files\Blender Foundation\Blender 4.0\4.0\scripts\modules\bpy\ops.py", line 109, in __call__
    ret = _op_call(self.idname_py(), kw)
RuntimeError: Operator bpy.ops.uv.project_from_view.poll() failed, context is incorrect

Interestingly, bpy.ops.uv.smart_project() works without the error.
What 'context' should be required to run project_from_view correctly?
My environment is:

Windows 10
Blender 4.0

The issue is resolved thanks to the sweet and juicy code from https://gist.github.com/robgithub/d5045fac793102549b11d88c7122080a.
But the code is outdated, so the following changes are required (i.e., EDITED flags):
def unwrap_from_view(obj_name):
    bpy.context.view_layer.objects.active = bpy.data.objects[obj_name]
    bpy.context.object.name = obj_name

    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.select_all(action="SELECT")
    for oWindow in bpy.context.window_manager.windows:
        oScreen = oWindow.screen
        for oArea in oScreen.areas:
            if oArea.type == 'VIEW_3D':
                for oRegion in oArea.regions:
                    if oRegion.type == 'WINDOW':
                        context_override = bpy.context.copy()  # EDITED
                        override = {
                            'window': oWindow,
                            'screen': oScreen,
                            'area': oArea,
                            'region': oRegion,
                            'scene': bpy.context.scene,
                            'edit_object': bpy.context.edit_object,
                            'active_object': bpy.context.active_object,
                            'selected_objects': bpy.context.selected_objects
                        }
                        for k, v in override.items():  # EDITED
                            context_override[k] = v
                        with bpy.context.temp_override(**context_override):  # EDITED
                            bpy.ops.uv.project_from_view(camera_bounds=True, correct_aspect=False, scale_to_bounds=False)
    bpy.ops.object.editmode_toggle()

Why not keep it simple. Read more about context override here.
area_type = 'VIEW_3D'
areas  = [area for area in bpy.context.window.screen.areas if area.type == area_type]

with bpy.context.temp_override(
    window=bpy.context.window,
    area=areas[0],
    region=[region for region in areas[0].regions if region.type == 'WINDOW'][0],
    screen=bpy.context.window.screen
):
    bpy.ops.uv.project_from_view(camera_bounds=True, correct_aspect=False, scale_to_bounds=False)


text:
Visibility on viewport
Objects even though appear in scene collection, they are not visible in the viewport

It appears that you disabled the visibility of the whole collection, you can change it in the outliner, which also shows that they are not visible, because the collection is greyed out.
Click the eye of the collection, to see them again.