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Texture bug - problem
The question was solved but caused also a new problem as you can see here:
How can I get a correct wall without the sligts (more work with the uv maps) in it?
SOLVED (OLD) PROBLEM:
some of my objects don't to like to get textured, as you can see in this picture: (Hi btw ;)

In the last picture I tried to sperate the buggy part of the object with its own UV map, but without a better result:

I use UV maps (1. object mode ctrl+a -> scale ; 2. edit mode a; 3. edit mode n; 4. edit mode mark seam; 5. edit mode unwrap)
Do you have any idea what the problem might be?
Greetings and thanks a lot!
Marc
B)

It looks like potentially some double vertices, why don't you try removing doubles. Also, uploading a blend file makes answering a question like this much easier: https://blend-exchange.giantcowfilms.com/

Thank you for your fast answer! :) Good idea, but it didn't help. I uploaded the wall here:

There's no bug, you mesh has bad topology. Avoid NGons use quad based meshes to avoid these and many other kinds of problems

Thanks a lot Duarte Farrajota Ramos! It fixed the problem (I used the instructions of this video: https://www.youtube.com/watch?v=axCYMBRMXo0 ) but also caused another as you can see in the last picture (B). Do you have any idea how to fix the problem and get at best just the one texture on a side of the wal, without any slides in it?

Please don't edit your questions with answer and include new question in the body of the first one, that's not how it's supposed to work here (readability decreases anyway). If you found solution to your first problem post it in the Answer section below and accept the answer; then ask new question with your new problem


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Cannot remove specific polygons
Here is my first model

I cannot figure it out how to remove "ears". I made something and these polys/edges/vertices become unselectable but still visible in object mode

I just want to remove them to remake it completely
UPD
Here is how my model looks in solid shading

And when I select all via A

Sorry for noob question
Problem solved, I have made something definitely wrong :)

source: Stack Exchange

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

sort: votes


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Mesh not rendered in Blender
I tried all answers from Internet, press W - "Clear All Restrict Render", uncheck my post processing - "Compositing", recalculate my UV, Ctrl+N, switching back to CPU render, switch to blender render, etc., none of them works in this case. NOt sure if this is because I import the object from makehuman. My object view, material view and render view attached.
Material view:

Object view:

Who knows any other trick I should try?

Please do the following. Show the layer of the dark ribbed body. Show the render layer settings.  Someone may move picture of links to the main question.

From your screenshots, I see that the only light source that is present in the scene is the default point lamp.
It looks like this is not enough to light up your robot. Maybe try changing that to a sun lap, or boost the power of the overall lighting in the World settings.

Given the appearance of the render he posted, it is not very likely the issue has to do with insufficient lighting.

@MikeMetcalf  Why not?  To me it looks like the render is missing a light source.  And there aren't any visible in the scene.

@PGMath  You are likely correct in saying that the scene needs another light source. What I'm thinking though, is that even without another light source the missing exoskeleton would still be visible as a black silhouette in his render. The inner suit is visible in the render, but the exoskeleton is not visible at all. If this was a missing light issue, I would expect the entire scene to be pitch black.

I agree with what atomicbezierslinger has implied... this could probably be a problem with render layers. Seeing the scene and render layers may shed some light on this.

@MikeMetcalf  Good point, I did not notice the exoskeleton.  Though it doesn't look like render layers are at fault as he does not have objects on any other layers (look at the bottom of the first two screenshots).

@MikeMetcalf I think the best thing to do for the author would be to post his .blend so that tests can easily be done by several people and the problem will have more chances to be solved.

I know this is old but in case someone else has a similar issue, this might help.
I just ran into this issue my self. My particular instance, in Object View>Duplication, setting was set to Group. Set it to None and my object renders now. I basically had it set to an empty group.

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


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My object is disappearing in sculpt mode
After I sculpted my object in Blender and switched to the viewport, I can no longer see it. I tried pressing tilda>view selected. All that happens is a thin orange outline of my object appears, and then disappears when I rotate it around. The grid and x and y-axis guides are also no longer there. I also tried editing the clip start setting to 0.001, also to no avail. How can I fix this?
EDIT 5/2/20: My object is now appearing in Layout and Modelling mode, but not in Sculpting mode. When I press 0 (camera view) I can see and edit my object, but as soon as a rotate the camera, the object disappears. How can I fix this?

To solve, I increased my clip end value to $100$ in the View panel on the 3D View Sidebar.

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


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How to model a dumpster wheel?
I have been trying to model a dumpster wheel in Blender, but it turned out to be trickier than I thought. In particular, I just can't figure out how to do the central part (with the holes). I have tried this a couple of times, but ended up with nothing but a mess. Could you show me the correct way to do this? I'm not completely new to Blender, so there's no need to be too specific.
Here's the reference picture:

http://www.jtmetal.com/steelcaster2.jpg
[And just when I thought I was already past the “beginner stage" in Blender before this. Meaby I should quit Blender and throw my computer out of the window.]

You will always manage to throw computer out of the window because of this problem but I think it will provide you only new problems. You might want to show screenshots of the "mess" you've got when faced problems, although this shape is modeled from hollow cylinder with 2 loopcuts in the middle to extrude inwards the rest shape

I’m sure there are many ways to accomplish this. Here’s one possibility.
SHIFT + “A” Add Mesh > Circle with 64 vertices (Top View “7”).

TAB into Edit Mode press “E” and “S” Extrude Scale three times.

Select this vertex and press SHIFT + V and slide it until the corresponding edge is parallel to the X Axis.

Repeat for this vertex until the corresponding edge is parallel to the Y Axis.

Select 3/4 of the vertices and press “X” choose Vertices from the drop down menu to delete them.

Add a Mirror Modifier check off “Y” “Z” (“X” is checked by default). Also add a Subdivision Surface Modifier (Change the View to 2). Tab into Object Mode and select Smooth Shading then Tab back into Edit Mode.

Add two Loop Cuts (CTRL + “R”).

Select the following ten interior faces and press “X” and select Faces from the drop down menu to delete them.

Press “A” to select all and press “E” to extrude them up.

Select the following interior faces and press “X” to delete them.

Check off Clipping in the Mirror Modifier.
Select these faces and press “E” to Extrude them up.

DE-Select these six faces then press “E” to extrude the remaining faces up again.

Tighten up some of the edges with Loop Cuts.

This was really helpful and easy to follow solution. I also learned  a few new things about the Mirror Modifier (like how to remove those ugly seams you get after applying it by removing the interior faces.)


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My shadows aren't rendering in EEVEE but working perfectly in the viewport
I've been modeling and working on this scene for days a couple of bumps on the road but I've been doing pretty good. I've never had problems with shadows, and I've checked every possible forum. It's shadows a enabled and everything everybody mentioned is enabled I think. Maybe I'm missing something.  I shared the picture below red is rendered and green is my viewport display

Maybe you should share your blend file to take a look at it

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


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EEVEE rendering materials don't work
I'm new to Blender and I was getting hooked on this program. I was working on a project using the viewport shading set to Rendered with the EEVEE render engine because I don't have a very powerful graphics solution. However, last days, the materials on this project didn't appear in viewport shading, or even in the final render. All the previews of the materials have become completely transparent.
I thought it was just the damaged project, but unfortunately this problem occurred on all old and new projects. I leave some images and a file as examples. Opening the file on my friend's computer, the materials work (EEVEE), but I can't work on his machine. One more thing, using Cycles the materials work, but using EEVEE they don't work. Unfortunately I can't work using Cycles, it takes too much time and sometimes blender crashes.
I tried looking online for solutions to problem like mine or who had a similar experience and I have already tried to apply their various solutions, but none of these solve my problem:

Texture not visible in material preview
Viewport render image does not work correctly
Can't see material on my object
viewport-render-not-working

The last topic I didn't understand what should happen if I press Ctrl + Alt + B? Under the View menu, I didn't find View Borders, but using the blender command search I found Clear Render Border, I tried to activate the command but it didn't work.
I also tried reinstalling Blender, but it doesn't seem to work and it even remembered my personal configurations!
I also tried installing add-ons to try to find an alternative to the EEVEE engine (Radeon pro render [rpr], EEVEE-Preset) but no one of them are for me or repair the EEVEE engine.
If you find this information useful to solve my problem as computer I have a

Ryzen 5 2600 processor,
Radeon Rx 580 4 GB graphics card
16 GB of RAM.

Just a clarification, I use Blender 2.90.1, can someone tells me a way to restore the correct functioning of EEVEE materials?
Unfortunately I no longer know where to turn and I'm crazy to see all my projects be transparent.

file di esempio test_box.blend

Try doing this, it fixed the problem for me https://www.youtube.com/watch?v=mDJ8IR6TvLc&ab_channel=RECREATECGI

@IndieGael Thank you very much. That video solves my big problem, but I don't understand why it works if It is checked "High Quality Normals" in Render properties -> Performance. The only remaining problem is that under material Properties the previews remain transparent. Is there any suggestion?

@brockmann Yes, it is a similar discussion, i didn't find it when i posted this one. Thank you. I will wait an upgrade from Blender or AMD

Or just downgrade one version.

Yes, I could downgrade, but I have bad memories about it. Even though I followed a highly rated guide on the AMD forum site, it caused some computer issues

After doing some research, it's seems to be some kind of problem with the newer AMD drivers (I have the same graphic card as you do). You can try to downgrade your RX drivers or wait for the developers to fix this bug.

Thanks, your support is helpful. I will wait for some updates from AMD or Blender, I tried some time ago downgrading the graphic drivers but it was a failure. For the moment your previous suggestion is enough for me to continue using Blender. Thank you so much


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Weight painting "mozzarella effect"
I am working on something in unreal engine and I wanted to have a custom character mesh. I downloaded a mesh then imported the ue4 skeleton in blender, deleted the mesh (just kept the bones) and imported my downloaded mesh.
The UE4 skeleton and my mesh did not have quite the same pose so I had to move some bones around to make them fit the new mesh. Once this was done I wanted to parent and weight the mesh so it could be animated.
The automatic weighting did not work. I tried to do some research and it seems one problem could be that all the bones are not inside the mesh, but I think they all are. Another thing could be that my mesh is not "Closed". I could not get it to work so I decided to try to paint weights myself.
I did painted the whole upper body, but when I tried to move a spine bone in pose mode, there was some kind of "Cheese string" effect. I cant describe it better but the video shows it. I'm worried the weight paint didnt got applied everywhere, I'm not sure if it is a problem with my mesh. If anyone can help that would be great, thanks.
video showing the problem
I've shared two files. The one named "Works" is another try I just did. It seems the mesh is simpler and it looks "Closed" so I guess that is the problem with the other one.
Quick note: I don't own the two meshes

The problem is not the head not moving, I haven't weight painted it yet. The problem like in the hands, there ares points that seem to not move, then it stretches the mesh. Same for the shoulder. This is a screenshot of the lower arm weight paint. I've outlined a little area that is not getting painted, I'm afraid the problem comes from that and I don't know how to solve it.

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

Hi, i've just shared two files. The one named "works" is another try i just did. It seems the mesh is simpler and it looks "closed" so i guess that is the problem with the other one.
Quick note: i don't own the two meshes

Please place a screen Blender capture in your question.  Please also show the your model in weight paint mode for the largest defect bone.

Do you think it is a problem that the back is moving and the head stay in place?  If you do not like your weight painting I suggest you start again with a fresh start.  It seems you have already identified the problem.

As it is made you can't animate this kind of armature by yourself, so I guess you need to import and assign actions. As for the weight, you need to give it corrections, but for example the character is not in T pose, you need to correct that.

No the head is fine, i haven't weight painted it yet. the problem like in the hands, there ares points that seem to not move, then it stretches the mech. Same for the shoulder.
This is a screenshot of the lower arm weight paint. I've outlined a little area that is not getting painted, i'm affraid the problem comes from that and i don't know hoe to solve it. https://image.noelshack.com/fichiers/2020/50/4/1607633243-capture.jpg

Please place all new information in your question as an [edit] so that users can see it there. Thanks

There are many approaches to solve this kind of problems.
Some of them:

In edit mode select the vertices you need and "assign" weight instead of painting.

In edit mode press P and separate some parts into a new object, weight paint the new object, then rejoin (Ctrl J): the weights will remain intact.

In weight paint mode use Alt B to isolate the zone you want to paint and change the tools behaviour, unclicking the "front faces only" button and selecting the "projected" falloff shape, so that every vertex under the cursor (in a 2D fashion) will get painted.

Man you are a savior! I just tested all of your three solutions and they all work like a charm. I'll play around a bit more with them to get familiar and then i'll be able to continue my project. Thank you a lot Sir!

maybe you could also mention vertex/face paint, then you have one more useful method ;) +1

i have managed to separate the limbs from the main body to make the painting easier. I used the third solution you gave with disabling "front face only" on the brush. I still have a problem tho and it is kind of similar to my first one. Some vertices seem to not be taken into account by the weight painting. Moreover, it seem to be the ones i worked on when separating the limbs from the body (around the shoulder and the neck).

The body here is rotates 90° on its back and some vertices are staying were the shoulders where and making those lines.
I have no idea if i did something wrong while manipulating the vertices.
Here is my file:

I just reimported the model and redid the separation and it worked this time. i probably did something wrong the last time.


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How To Create An Ik Rig With A Boneset That Isn't Connected
I'm trying to create a simple IK rig to make animating for games easier. However due to the bone rotations and it not being connected I encounter issues forcing me to animate in FK.
I found a thread, How can I apply IK rigging with a different kind of rig that explains how to fix my problem however, I'm very confused when reading it. Also as a note I don't want to force connect the bones because it won't import into the game correctly.

if you rotate everything 90 degrees all of bones would be connected.

The goal is to not adjust the existing boneset. Either way I found a solution

Could you import the rig again with the settings shown by Vklidu? - https://blender.stackexchange.com/questions/178117/blender-2-81-how-do-i-import-the-rig-correctly/179269#179269

I stated I don't want to adjust the existing boneset, force connecting children break the boneset on import


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Is there anyway to show values in Blender Eevee like in Redshift?
In Redshift render view you can hold Ctrl to check the float type value of every pixel, it's very convenient to toggle parameters in some info nodes like fresnel, AO, etc. But I don't know how to do the same in Blender

In Redshift you can hold Ctrl to see the real value of every pixel

See if you wanna get the real value of now this B&W map in Render View, how to do that? B&W map of Info channels always cheats, you know.

In the render window F12, you can hold down the right mouse button to get the color values. I'd suggest enable Node Wrangler which allows to Ctrl+Shift-click any node to get it rendered. You might want to down the samples to a lower value like 5 in this case: How to see RGB and XYZ image info in Blender 2.8?

Does this answer your question? How to see RGB and XYZ image info in Blender 2.8?

Thanks, Timaroberts! I will have a try!


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Using image sequence of medical scans as volume data in cycles
I know it's possible to do this in BI, but I need your help to do this in cycles.
For now, I have a setup to use an image sequence as volume but it only shows 1 slice/frame. I'm using generated texture coordinates for easy mapping (0-1 on each axis). The images are mapped on XY and I would like to use normalized frame# as Z coordinate to map the sequence as a volume.

Images sequence can be found here (I'm using 16-bit TIF files of MRBrain in this exemple).
Any solution is welcome but try to keep it simple and user friendly :).
Final Edit:
I had a hard time choosing between Lemon's and PGmath's answers.
Lemon's is more user friendly and flexible, and uses the image sequence without any change inside blender.
PGmath's uses a 3rd party converter to make the sequence 1 single image, but allows GPU rendering.
Well, ImageMagick's command line is : "convert +append *.tif anim.tif" from the folder where the sequence is unzipped. Not so hard. That's why I accepted PGmath's answer.

Now, i played with it, and here's the result.

The "volume" object contains the volume shader (playing with the color ramp gives funny things) and the boolean modifiers (turn them off to see the complete volume, but reduce the final density multiplier for better view).
The "Slice Control" arrow empty controls the slice position/rotation.
The "Texture Mapping" object controls...the mapping, if it need some tunning (position, rotation, scale, and then tiling if necessary?).

The image node cannot show multiple frames at the same time. You would need to iterate the frame# over instances of the Image node. Maybe Animation Nodes addon would be more useful here? Perhaps it could be an image stack instead of a volume?

@3pointedit It has to be a volume, but no problem if you find an answer with animation nodes. But how to import 100 images and keep things simple without using image sequence node?

Scripting and make 100 slices and 100 corresponding materials... but not sure this is "simple and user friendly"...

@lemon mapping 100 images on Z manually in 1 volume material could be done too, but  the problem is to keep it simple and user friendly.

How is the image sequence stored?  Is it a single "strip"-style image (I.e. all sub images strung together into one image), or something like a gif?  (Sorry I am not too famiar with tiffs and I am on my phone atm so I can't open the gzip.)  For the former case I have a fairly simple solution.

@PGmath it's a .tif image sequence, as .png, 1 image/frame from mrbrain-16bit001.tif to mrbrain-16bit099.tif

@PGmath it's not a problem if the sequence has to be converted, as long as it's simple enough.

If it can be converted to a strip-sequence image that would make it easier.  I probably won't be able to post an answer for a few hours.

Gimme, gimme, gimme a node after midnight...

Before midnight, finally (in France, at least) !!

Lemon's answer is really good...now let's see PGmath's "fairly simple solution" :)

@Bithur  OK, I finished mine.  It's pretty inferior to lemon's since it requires an image strip, but I guess if you want to render on GPU (= no OSL) it's your only option.  I had fun creating it though!

I don't have this result here (the last picture you added)

If you don't want to use OSL as in lemon's answer I have created a method to do this using only Cycles nodes.  (Remember OSL isn't supported on GPU.)  The downside to my method is that it requires the image sequence be entirely contained in one image, strip-style (like below).

I found an open source tool called spritetool* that seems to work pretty well for combining large amounts of images into one strip.
It seems a little clunky having such a big image, especially considering the resolution of the files you are dealing with.  But it's the best I can come up with right now since the Image Texture node is not very flexible with image sequences.

Here is the result:

And the nodes:

It works by chopping up the image and using pixelated z-coordinates to offset the x-coordinates in a stepped manner.  The green value node is where you set the number of subimages in the whole image.
Here's the .blend so you can play around with it without having to manually recreate my node tangle. (The voxel scan is a modified version of a CC-0 one I found online somewhere.)

*I downloaded and used it and didn't get any viruses, but don't sue me if it destroys your computer. :)

Really interesting, but how can I convert my image sequence into 1 single image?

I wonder if you could use a sprite sheet maker? If this addon still works you could configure a texture atlas for the purpose https://github.com/BinaryPeak/blender-texture-atlas

@Bithur you could use imagemagick to join the images

@Bithur  You could use something like spritesheetmaker.org.  It looks like it generates vertical strips instead of horizontal, so just add the output of the divide node to the Y-coordinate instead of X as it is now.

@Bithur  OK, I tried and it seems that spritesheetmaker can't handle that many images.  I'm looking for one that does.  I'll put in in the answer when I do.

Internet down, i can't test the tools. Sequence could be split if in 2 or 4 i guess.

@Bithur. It seems to work fine with the lower res voxel, I haven't tried the higher red one yet.  But you could definitely split it into a couple if you are having trouble with image size.

SpriteTool works fine with 99 images, but looses data from 16bits (saved as .png 8bit)

@Bithur  Then you may have to try sambler's idea.

Let us continue this discussion in chat.

imageMagick works fine with 16bit using "convert +append .tif anim.tif" not "convert +append in-.tif anim.tif" as said in 2011 superuser's answer. It looks like IM was updated. :)

You can use an osl shader to do that.

The code in the capture above creates an osl node. Here are its inputs and outputs :
The input slots

Vector : the mapping position (in this config, this must be from object texture coordinates)
Directory : the folder where the image files can be found
Prefix : the image prefix (image are supposed to be in the format "prefix+counter+extension)
Extension : file extension including the dot
framePositions : the amount of position to form the file (ie to have 3 position like in "004", set it to 3)
zMax : the object elevation (I don't know if there is a way to find the object dimension and center in osl..). So for a default cube, set it to 2.
fromFrame : the first image number
toFrame : the last image number

The output slots

colorData : image data as a color output
nonColorData : image data as a non color output (here the image is encoded as non color in the tif files)

The code (see comments)
The principle is to use the Z (or here pos2) value to find the good image making the file name with it.
#include "stdosl.h"

shader volumeTexture(
    point Vector = P,
    string directory="//",
    string prefix="",
    int framePositions=3,
    string extension=".tif",
    float zMax = 2.0,
    int fromFrame = 1,
    int toFrame = 100,
    output color colorData = 1,
    output float nonColorData = 1,
)
{
    // Recenter the position around the object center to -1, 1 to 0, 1
    vector pos = 0.5 * (Vector + vector(1.0,1.0,1.0));

    // Calculate the image number
    int imageNum = (int)((1.0 + toFrame - fromFrame) * (pos[2] / (zMax * 0.5)));

    // Make a format string from the given length (ie "%03d")
    string frameFormat = concat( "%0", format( "%d", framePositions ), "d" );
    // Format the current frame/image number (ie "003")
    string imageFrame = format( frameFormat, toFrame - imageNum );
    // Make the full file name
    string fileName = concat( directory, prefix, imageFrame, extension );

    // Get the color from the texture
    colorData = texture( fileName, pos[0], pos[1] );
    nonColorData = texture( fileName, pos[0], pos[1] );
}

Here is the blend :

Don't forget to set your rendering to CPU and to check 'open shading language'.

I can't load the images. Tried to change the directory, tried to create a directory in the .blend path... or there's something else : the volume is white. And what do you mean "color output to float", is it about color management ? (I can only find non-color, raw, linear, sRGB,... no float). Your screenshot looks good, let me try!

@Bithur,  the filename is hardly coded in the shader (to enhance) but the directory is in the node. Color output to float : the last argument of the shader (dont change it).

Have you checked 'open shading language' in the rendering panel ?

I have few minutes but if you want we can talk in chat render farm

Quite good, with a -90° X rotation and a Z scale at 0.3 it looks (mostly) ok. I had to change "string fileName = format("mrbrain-16bit%03d.tif". Too bad OSL can't use GPU :(

@Bithur, folders and files names are now configurable from the node, have a look to the edited answer. Concerning the Z scale... well, it is dependent of the skull size... which is unknown here I think

That's really better! More user friendly and flexible, good job!

Using Generated coordinates, vector pos = Vector

@Bithur, generated coords will give the Z but not the scale in between the images, am I wrong ?

@Bithur, this is my first osl too... but the situation what not so complicated here from knowing a bit of C. About the color, I think it is mainly dependent on the shader part (not the osl), but you should show me a picture of what you mean

@Bithur, nothing black around here https://i.gyazo.com/caa476781b401a72cc3d23121892c1fb.png

Let us continue this discussion in chat.

This works pretty well, although the renders seem fairly slow for my dataset. One issue: this algorithm doesn't interpolate between the datapoints in the z direction (the direction that runs perpendicular to the plane of each image). I changed a few lines of code to allow the osl shader to interpolate between the datapoints: https://gist.github.com/DanHickstein/0fd6c4a424e193d39bd296ef985bda88

UDIM
Since UDIM implementation, you don't have to stitch image sequence into Sprite Sheet, to be limited by CPU calculation with OSL or wait for Voxel Data texture implementation (that was a feature lost in 2.8).
You can use image sequence natively now.
The only thing you have to do is to keep naming convention of your files (.jpg, .png) for UDIM's kind of files ... numbering has to start with 1001, like ... filename_1001.png
Open a new texture in Image Texture node. By selecting the first image, Blender recognize its UDIM format and automatically sets what needed ... grid 10 x ?rows ...

For a Cube object add a material with this node group (UDIM to Volume), it offset images position in texture space.

By default the volume texture is very soft, you need to Multiply color like 100 (it depends on your source data) ...

For even more solid effect I used Multiply 1000 (left image) and under Render Properties > Volumes > Step Rate Render/Viewport lowered step at 0.1 ... even hairs are visible now :)

You can place between Image Texture node and Multiply (Math) node black&white Color Ramp node or Map Range node or more complicated math to separate a specific of grey to bring visibility of specific parts, like muscles veins, bones ...

Blend file includes also node group controlling appearance (that I'm not proud of, but works kinda) and Cut Plane node group that is controlled by Plane object. CT Scan data are from https://graphics.stanford.edu/data/voldata/ and node group "UDIM to Volume" by koko_ze.


text:
How to delete rigid body cache?
I can't delete rigid body cache from scene. When I delete old objects and add new ones they are acting like the old objects. I tried all options under rigid body cache panel in scene properties, Free bake, Bake All Dynamics and others but none of them is working. I wonder how can I delete old rigid body cache from scene?

Thats odd.. Free bake should do it. Is it possible you could upload the .blend?

Use blendExchange to upload.

http://1drv.ms/1AMe3rG

@gandalf23

Hello from 2020! It still doesn't work!

Under the menu: Scene selection > Rigid Body World > Rigid Body Cache > Free All Bakes > Reset Start and End > Bake
This worked for me in 2.74. It took less than a minute to bake 325 frames.

This still does not work for me. Alt+A still produces old physics. So weird. But, 'Remove Rigid Body World' did

Remove Rigid Body World under Rigid Body World works great if you are trying to clean up a file as well. I think this is the right answer.

In what panel do I find the menu: Scene selection?

Just click on the "x" on the right side of the rigid body options in the physics

Actually, if cleaning cache doesn't work for you, I found it's easier to just change a few rigidbody properties, like mass or constraints threshold or whatever, that will let the rigidbody world recalculate the physics, at least for v3.4.


text:
How to join two objects so that one conforms to the shape the other?
I am modeling a bottle of 2 parts that need to be joined, however the bottom of the cylinder neck needs to conform to the shape of the bottle's body section. Is there a command that allows wrap these polygons to the polygons of another object's polygons? See below image and you'll see what I am trying to do. Or any suggestions as to the best method to wrap it accordingly?

One way you could get the top to fit to the bottle is with the Shrinkwrap modifier. Here are the steps.
Start by adding a shrinkwrap modifier to the bottle neck. However, that will crush the entire neck on to the bottle, to get around that problem use a vertex group.

Select the bottom edge loop on the bottle neck and assign a new vertex group to it with a weight of one.

Now use that vertex group in the shrinkwrap modifier (pictured above), and you will get the bottom of the neck to match the bottle.

I followed the directions on answer #1 but it appears nothing happened even after I applied the shrink wrap modifier. Blend file added to my post. You'll see I made the vertice group and shrink wrap modifier added (but in this version not applied).

Update: Ok this answer worked ONCE I selected the downward vertice triangle icon / option in the modifier option (on your first picture it's the 4th icon over) "Adjust edit cage to modifier result". Then with a slight adjustment to 5 center front (and back) vertices on next edge loop up from the bottom, using "O" for proportional editing to push those vertices inward a little.

@Marc good to hear you got it working! thanks for letting me know how you did it.

Note: this will cause Z-fighting, which would be particularly problematic if the OP wants to use a glass shader.

Another possibility is to manually create a hole in the top of the bottle object and join it with the stem object.  Though a bit more time-consuming this method will (as is usually the case with topology problems) usually give a better result than an automatic/procedural solution, especially if you are going to apply a subsurf modifier.
In this example I am using a very low-poly mesh to make the process visually cleaner and easier to follow here, but the same process can be used for higher-poly meshes just as well.

First take a square selection of the top faces and inset them with I.

Delete the inset faces, scale the resulting edge border to a circle with Alt+Shift+S, and flatten it with S > Z > 0.  Then merge the overlapping vertices at the edges with Alt+M.

Now (in object mode) join the neck object to the bottle with Ctrl+J.

Select the two edge loops (as pictured above) and connect them with W > Bridge Edge Loops.

Adding a subsurf modifier will smooth the result desirably.

WEOW!!  ! Thank you for this and all the work it took to create this. This gives me a ton of new things to learn in blender!

@Marc, Glad it was helpful!  You may be interested in this page for some neat topo tips.

Sorry.. I made it to Selecting two edges loops and Cntrl + E but with that I command am given a menu, of which there's no option for Bridging.

@Marc - My bad, it's under the Specials [W] menu.

That worked ;) Thanks. Q though. When bridging edge loops do they need to have the same amount of edges or vertices?

@Marc - I think so.

Consider a boolean modifier with union option.

Here is off center example.  The union was applied by pressing the [Apply] button.  Next triangulated to show primitive geometry.  Edit Mode. All vertices selected.

Tried this method. Selected the bottle neck added boolean modifier selected the bottle body object applied using Union. However when I selected Triangulate modifier there was no option of "primitive geometry" only "Beauty and clip"

Your are correct ... no such option, just words of explanation.  Triangulate is a menu choice, not modifier.  You can ignore this concept if your object is not animated, beformed, twisted, animated.  Sometimes people want to see the vertex results of a boolean operation.  Small objects in the background need less inspection.

"Triangulate is a menu choice" - where do I find that menu? Hotkeys?

@Marc Ctrl+T with selection


text:
Why does the Window option in Vector make my video upside down
I'm trying to follow the Ian Hubert's tutorial for making Lighstabers in blender. When I imported my video, when I change the vector option to window, the video gets flipped. I tried rotating changing the camera angle etc. but it still doesn't work. https://youtu.be/bVUeRIY1E-M This is the video. The timestamp is at 1:23.

please attach your blender file

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

This is the picture but watching the tutorial can make it more understandable.

Hey, I found the answer to my problem in a video on YouTube. Thanks for trying to help!


text:
Why is blender distorting my UVs when i scale them down?
I've been encountering an issue with blender when scaling down my UVs. When they are first projected at full size, they look fine, but when i scale them down, the UVs start getting warped. Any idea what is causing this?
Original UVs:

UVs distorted after scaling them down:

I do have proportional editing and snap turned off.

I never figured out how to prevent this with the regular scaling tool. But i added the Magic UV plugin and those tools have a feature called "uniform scaling" which allowed me to scale down without distortion.


text:
Problems with new added bones
I'm kind of new to bone rigging and I'm having some issues with it. After I added a Meta-Rig (from the Rigify Add-On) and aligned all the bones with the character I made, I decided to add some new bones near the butt part of my character to try prevent some deformation when the character's leg move.

The problem I'm having is that these two new bones (they are called pelvisL_1 and pelvisR_1), even if they are part of the Meta-Rig and parented to the main "spine" bone, don't move any mesh. I tried to go to weight painting thinking that these bones didn't have any mesh to move but Blender doesn't seem to "see" them instead.

How can I fix this?

The new bones probably don't have any vertex groups to control, but you can select the armature, shift select the character Object, switch to Weight Paint mode, select one of these bones with Ctrl left click, shift left click to select the other bones, and in the Weights panel, click on Assign Automatic from Bones, which will create the new vertex groups and assign the vertices to these groups:

wow it works! thanks :)

The answer from moonboots is probably correct I'll just try and clear it up a little and provide a different solution.
If your mesh was parented to your rig before you created the new bones then Blender will not have created vertex groups for those bones (as they didn't exist when the groups were created).
Another solution is to just go to the vertex groups panel and create new vertex groups manually and give them the same names as the new bones.


text:
Create 3 curves/pipes that intersect holes in multiple objects and are equal distance from each other

I want to create 3 metallic rods (solid pipes) which start from the solid block on left, pass through the holes on the other two stands and a few more off-camera, and end in a similar solid block. The blocks will have a transparent acrylic/plastic material. Two rods will be towards bottom of holes, and one on top. They have to be in that arrangement because some balls have to pass through them.

I can't figure out how to create such 3 curves that always stay equal distance from each other, which touching the boundaries of those circles at the same time. My best guess is a single bezier curve, which is then converted to a single object/circle, and then it is modified to have 3 pipes on its edge, but have no idea how to go about it.
Please mention steps instead of only techniques and workflow names if possible, as I am a complete beginner in modeling.
Thank you

I can't imagine that. Could you draw on this screenshot how it should look like?

I have added more images to make it clear.

Final

Bevel for Curve (wires)
In this step you will create Bevel object for main curve.

Changed to method Duarte Farrajota Ramos mentioned in comments.

Shift+A > Curve > Circle.
In Edit Mode select all and duplicate your Circle than scale it down.
Turn on Snapping and move duplicated Circle up.
Switch Pivot Center to 3D Cursor.
Duplicate smaller Circle and rotate it by 120 degrees.
Repeat step 5. for another Circle.
Remove bigger Circle.

Main Curve
Here you will make Bezier Curve which you can manipulate as you want and it will keep your wire in place.

Shift+A > Curve > Bezier.
Go to Data tab.
Select Bevel Object.
Crank up Preview Resolution.
Most probably you will need to scale down your Bevel Object.

Placing Main Curve in holes
I've used a bit tedious way. Most important thing here is to have the same number of vertices in Bezier Curve (Main) as number of hole objects.

Select inner loop of hole object and place 3D Cursor in it - Shift+S.

Select vertex from Main Curve and move it to 3D Cursor - also Shift+S.

Repeat for every hole selecting another vertices from Main Curve.
Select all vertices in Main Curve and V > Vector than V > Automatic to have unified handles.
Tweak handles to be round.

This is exactly how I'd go about doing it too +1. Only thing I'd do different is probably use rotation about the 3D cursor instead, to accurately place the three circles radially equidistant

@DuarteFarrajotaRamos yeah, I have though about it after posting the answer. This way was just quicker. I have thought also about making triangle, and placing Bezier Circles on it's vertices with snap > median.

@LukeD
Thank you very much. That was very helpful.
For some reason I couldn't adjust the vertices after snapping to cursor, which was needed in a few holes. I ended up manually moving the vertices in proper places because I needed the start of pipes to be free in air.
One thing that I had forgotten to mention is that I need the top pipe to extend more than the bottom 2 at the start. Would that be possible?

@soslearn could you please explain a bit more what does it mean that top one should extend more? Should it be longer than the rest of them?

Sorry for the ambiguity.
Right now I can only do this: https://i.imgur.com/37i35Bz.png
Is it possible to have this: https://i.imgur.com/ugJUKqI.png

@soslearn I don't have ability to try it right now, but later on I will solve it. For sure it's possible to convert curve to mesh and simply delete unnecessary part but you will lose ability to have non-destructible mesh.

By converting to mesh with Alt + c ? Out of curiosity I tried that now and it might cause issues. It seems to create a very detailed mesh which might slow down my already dead-slow render times if the curve is rendered as a different object?. And it seems very difficult to select all the front faces to extrude the pipe.

@soslearn yes, exactly this way. You can control resolution of the mesh by lowering resolution of main curve and bevel curve. I've used 64 but you can set it as low as you want/need. Remember that you can change it for both curves.

@soslearn sadly I can't find any method to offset just one of the pipes. Converting it to a mesh at the end of the work is only reasonable way I can think of.


text:
How do I degrade a texture with the edge of a model?
I know I have not explained well, but I leave a picture made in Photoshop to see what I mean. I'm new using blender, it's for a video game.

Related https://blender.stackexchange.com/questions/49914/smooth-transition-between-2-materials and https://blender.stackexchange.com/questions/10453/how-can-you-smooth-the-edge-between-two-materials

And here: https://blender.stackexchange.com/questions/77274/how-to-blendgradient-effect-two-different-3d-materials-in-cycles-blender/77282#77282


text:
Why doesn't my render show full noise texture or mixed colors?
I've built a collection of nodes that show the material I want in material view, but renders ignore both the noise texture and the mixed colors. The render does show my height offset texture map. To clarify, I add the texture map to the noise so I can adjust the noise that otherwise generates the continents below. The elevation offset texture is also in the screenshot, and it appears to be what the render view is showing in plain blue.
I also have other texture for biomes, which generate the desert and forest regions, using mix nodes.
And actually, what I really want to do is bake the material result to a new texture (ideally without shading, but I do want normal maps and color, and to arbitrary new UVs). But that seems to go through render to do. If I can bake the material without going through render mode, that's okay for my current needs also.
But both "Why doesn't this render?" and "Can I put my material onto a texture straight from material view mode?" are both meaningful questions here. And I haven't been able to find answers.
I've got some nodes collapsed into groups here, sorry, but this shows the overview of what I'm doing, with material view at bottom left and render view to its right:

The comment from @cegaton explains my main problem. Here's a partial solution to my problem:

I now just need to find a node to mix the displayed shader output with the normal map.
Following advice from @cegaton again, I feed the height directly into the final Displacement, but then the material view (where I do the editing) no longer works (and note that the right-most Diffuse BSDF is unused both here and in the previous screenshot):

Anyway, at least I have an easy way to shift back and forth at this point (by switching the final feeds), so maybe that's what I have to go with for now, if there's no way to combine a shader input with a height map in a way that works for both material and render views ...

Have you 'debugged' this, viewing the outputs of each node and group as you proceed down your tree? .. can you confirm the output of each group is as expected when rendered in Cycles? Maybe that would help narrow it down?

@cegaton That seems to be my main problem. See my update above. Do you happen to know what node can mix in the normals? Diffuse BSDF can't do that because it has a yellow (RGB) input rather than a green (shader).

The right-most Diffuse BSDF was no longer in use. Sorry about having the input there. If I feed the height directly into final Displacement (skipping Bump), the render view works, but the material view becomes flat blue. I'm not sure how to please them both at the same time. (And all the hidden group outputs are exactly as expected at this point, by the way. It's just "how to merge shader and height" that's the issue right now. I guess I should make a simpler node graph to focus on that.)


text:
How to create spirals along all edges for complex objects?
Lets say I have a cube (or any mesh). How can I create spirals along all of its edges? (connected too at the vertices if possible) I've seen other solutions before that involve adding curves, but I need this for more complex objects.
Essentially I'm trying to model a complex bendable shape that I'm going to 3d print, and creating spirals manually along all the paths and joining them seems very difficult to do without some sort of a plugin.

Are you looking for something like this https://youtu.be/a59r5inndX4 . Do you know you can convert mesh to curves and curves to meshes?  What have you tried?  It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.
I make 3D models using Blender and 3D print them on a Prusa

Do you mean something like this? https://imgur.com/zyLIUN0


text:
I am trying to create a Script that does a Smart UV unwrap of seperate connected parts of a mesh
This is what I got so far. Note that I have a counter which I check with 10 while I'm testing, so it doesn't pass through everything, since it takes quite a while.
The reason for doing this is that if I select all and smart unwrap, I get a sub optimal result compared to the result I get when selecting each connected part and smart unwrap those parts separately, and then finally at the end, re-pack everything.
I am using this for light UV maps in UE4
Question 1) Seems the select-linked part doesn't work. What am I missing?
Question 2) Seems nothing gets unwrapped (is probably related to Q1)
def getNextVisibleVertex():
    bpy.ops.object.mode_set(mode="EDIT")
    bpy.ops.mesh.select_all(action="DESELECT")
    bpy.context.tool_settings.mesh_select_mode = (True , False , False)
    mesh=bmesh.from_edit_mesh(bpy.context.object.data)

    if hasattr(mesh.verts, "ensure_lookup_table"):
        mesh.verts.ensure_lookup_table()

    for vert in mesh.verts:
        if (not vert.hide):
            vert.select = True

            # Select linked
            bm = bmesh.from_edit_mesh(bpy.context.object.data)
            for e in vert.link_edges:
                e.select = True
            return True
    return False

def execute(self, context):
    obj = context.object
    data = obj.data
    i = 0

    found = getNextVisibleVertex()

    while (found and i < 10):
        bpy.ops.uv.smart_project()
        bpy.data.objects[name].select = False
        # Hide selection so we don't pickup same 1st vertex next time
        bpy.ops.mesh.hide(unselected = False)
        i = i + 1

        found = getNextVisibleVertex()

    return {'FINISHED'}

I finally got something that works, it's slow as molasses, but works.
    def execute(self, context):     # execute() is called by blender when running the operator

        while (hasMoreVerts()):
            bpy.ops.uv.smart_project()
            bpy.ops.mesh.hide(unselected = False)
            bpy.ops.object.mode_set( mode = 'OBJECT' )

        return {'FINISHED'}         # this lets blender know that the operator finished successfully

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

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

if __name__ == "__main__":
    register()

def hasMoreVerts():
    bpy.ops.object.mode_set(mode="EDIT")
    bpy.ops.mesh.select_all(action="DESELECT")
    bpy.context.tool_settings.mesh_select_mode = (True , False , False)
    mesh=bmesh.from_edit_mesh(bpy.context.object.data)

    if hasattr(mesh.verts, "ensure_lookup_table"):
        mesh.verts.ensure_lookup_table()

    for vert in mesh.verts:
        if (not vert.hide):
            vert.select = True
            bpy.ops.mesh.select_linked()
            return True

    return false

Object mode bmesh script

Result of script run on default Cube, Cylinder and Icosphere joined as one object

Finds all the separate parts via the method outlined in this
answer
The smart UV project operator appears to naff up an edit mode bmesh,
so I went for object mode
Find the islands and make a list of their vertices indices. Hoping
the uv operator doesn't mangle these
Use the islands to select vertices, and hence faces, write to mesh,
toggle into edit mode and run the smart project for each island.

Have made a 3 in U grid of UVs per island.. find the islands again.. possibly could once again use the indices.. and shift the UVs using the island index.
import bpy
import bmesh

from time import time
t = time()

def walk_island(vert):
    ''' walk all un-tagged linked verts '''
    vert.tag = True
    yield(vert)
    linked_verts = [e.other_vert(vert) for e in vert.link_edges
            if not e.other_vert(vert).tag]

    for v in linked_verts:
        if v.tag:
            continue
        yield from walk_island(v)

def get_islands(bm, verts=[]):
    def tag(verts, switch):
        for v in verts:
            v.tag = switch
    tag(bm.verts, True)
    tag(verts, False)
    ret = {"islands" : []}
    verts = set(verts)
    while verts:
        v = verts.pop()
        verts.add(v)
        island = set(walk_island(v))
        faces = set(f.index for x in island for f in x.link_faces if all(v.tag for v in f.verts) )
        ret["islands"].append(list(faces))
        tag(island, False) # remove tag = True
        verts -= island
    return ret

context = bpy.context
ob = context.object
me = ob.data
context.tool_settings.mesh_select_mode = (False, False, True)

bm = bmesh.new()
bm.from_mesh(me)
islands = get_islands(bm, verts=bm.verts)["islands"]
off = [False] * len(me.polygons)

#bm.free()
bm.clear()
for island in islands:
    select = off[:]
    for i in island:
        select[i] = True
    me.polygons.foreach_set("select", select)

    bpy.ops.object.mode_set(mode='EDIT', toggle=True)

    bpy.ops.uv.smart_project()
    bpy.ops.object.mode_set(toggle=True )

uv_arrange = False
cols, rows = (10, 10)
if uv_arrange:
    # arrange the UV islands

    bm.from_mesh(me)

    for i, island in enumerate(islands):

        # try and move uvs.. prob need to
        bm.verts.ensure_lookup_table()
        uv_layer = bm.loops.layers.uv.verify()

        bm.faces.ensure_lookup_table()

        for f in [bm.faces[k] for k in island]:
            for l in f.loops:
                luv = l[uv_layer]
                if luv.uv.x > 1:
                    luv.uv.x %= 1
                luv.uv.x += i % cols
                luv.uv.y += i // rows
    bm.to_mesh(me)
    me.update()

print("Finished in ", time() - t, "secs")

EDIT.
Fixed a couple of things and optimized somewhat for speed.
TESTING

Test Result 10 x 10 grid of UVs distributed
Ran a simple test on an object made by applying array modifiers 10 in x 10 in y to produce a mesh with 100 separate cubes.
Tests performed on an old Athlon, hopefully quicker on newer hw.
This Answer.
Finished in  1.238006353378296 secs
Finished in  1.2316277027130127 secs
Finished in  1.2290542125701904 secs

with UV arranging
Finished in  1.2544517517089844 secs
Finished in  1.2524430751800537 secs
Finished in  1.2818937301635742 secs

On a 10 x 10 x 10 (1000) cube mesh. (no arranging)
Finished in  86.3908383846283 secs

@Jonas Mølgaard
Finished in  1.4964582920074463 secs
Finished in  1.4645237922668457 secs
Finished in  1.4904592037200928 secs

On a 10 x 10 x 10 (1000) cube mesh.
Finished in  102.47884035110474 secs

** added bpy.ops.mesh.reveal() call to unhide geometry to test multiple times
EDIT
re answer

In the meantime i continued myself with my own version and currently have this now
... However, this crashes Blender for some reason.

as mentioned above the smart uv operator trashes the edit bmesh, after which it becomes invalid.
Re comment:

I tried your script, but it never ends. Either im doing something
wrong, or there's some assumption im not aware of.

The proof of concept result of running script is displayed above for a simple mesh made from 3 primitives .
If you are testing on some monster multi part mesh put in the appropriate if i > 10; break The operator prints a message to system console, or put in print statements,  so you can see the progress.
You can stop a slow script by pecking at  Ctrl C into system console.

I tried your script, but it never ends. Either im doing something wrong, or there's some assumption im not aware of.

If i outcomment

about the smart uv operator that mess up the bmesh, is there a way to work around it?

Oh and btw, thanks for taking the time to help me out

In the meantime i continued myself with my own version and currently have this now:
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="DESELECT")
bpy.context.tool_settings.mesh_select_mode = (True , False , False)
mesh=bmesh.from_edit_mesh(bpy.context.object.data)

if hasattr(mesh.verts, "ensure_lookup_table"):
    mesh.verts.ensure_lookup_table()

for vert in mesh.verts:
    if (not vert.hide):
        vert.select = True
        bpy.ops.mesh.select_linked()
        bpy.ops.uv.smart_project()
        bpy.ops.mesh.hide(unselected = False)

However, this crashes Blender for some reason. If i insert a break at the end of the if (not vert.hide) block, it does what it should for 1st set of verts, and if i keep re-running the script, it also works fine, but that's ofc not funny when i have to do that about 400+ times pr. object. So what am i missing since this won't run?

If i outcomment bpy.ops.uv.smart_project() then it runs and the result is that everything is eventually hidden (as i would expect), but ofc, nothing is unwrapped. So seems i need to "reset" something for the bpy.ops.uv.smart_project() to work inbetween each iteration?


text:
How to make Blender use text file as an input of bones animation?
I have a text file with coordinates.In each line are positions of x, y, and z, for 9 objects.
How could I for each line make Blender get coordinate from current line and create a keyframe for bone movement with it, using python?
I was trying to solve it by my self, but for some strange reason, when I try to use file.read() and file.readlines() in the same script second one stops working.
Thanks in advance for any answers and useful hints.
Here is the file:
https://www.dropbox.com/s/1eqf0zun2x5s89c/text3.txt?dl=0
First set of numbers is x of the first object second y and third z. Fourth is x of second object and so on. letters "e", "+" sings and 000 or 0001 after the plus signs are irrelevant and should be omitted.

Can you include the text file so we can help encoding it to an animation?

Thanks of your interest in my question. I added a link to the file.

Why would you need to use both file.read and file.readlines for this case? If you need help scripting, post a MCVE.

The e and the number following is not irrelevant.  It is e-notation.  Eg 1000 == 1.0e+003  Also suggest posting your script or a part thereof to determine a) the cause of your hassles, b) whether it is just a python issue and c) what you have tried so far.

Yes @brockmann it's 9 - thanks for noticing - corrected. The rig looks like separated bones (you can imagine them as not connected points in space). Each bone has to influence a mesh in it's nearest proximity(but this I'll take care of by hand, no need to include this part in the script). The mesh at this point will be just some subdivaded plane. The ultimate goal is to feed Blender with the text file and this way creating an animation of this bones.

@ColonelThirtyTwo I thought that file.read I need to get content of the file to then extract numeric values of it and file.readlines to iterate through lines of text. I was thinking like this (please don't laugh, it's my understanding of coding): for given single line, get x,y,z, values and execute code for changing bone position and adding keyframe, repeat for each line in the text file. Plus I would really like to know, why they don't work in one script, I don't know any possible reason for that.

@batFINGER Yes, I was considering possibility, that it's e-notation, It's irrelevant for my purpose though. My code for now is just "import bpy" :)

Congratulations import bpy is a good start.    Ignoring the e notation of the linked input file will  just produce rubbish , since 0.003 is to be treated the same as 30???   Is there any point then in having that link?  BTW Similar questions have been asked before

@batFINGER It seams similar for someone, who has decent knowledge of python. For me something like this "for line in file:" is "magic" cause instead of "line" you can write f.ex. snot, or blob and you get exactly the same output. Why? In every other example, if you try to use some name, that is not variable earlier created, you got an error. In this example you can write anything you can think of and get some output,without any error. And there are many other stuff like this.

Nope, it is not "magic",  rather it's very basic python..   Consider looking at  https://stackoverflow.com and https://python.org  etc.

Your last comment @batFINGER didn't actually add anything new. It's basically the same as after me saying "For me this Chinese sign is ununderstandable " you say "This is basic Chinese, look it up in dictionary"

Hardest part is formatting the data (IMHO). I'd probably read the values and create a dictionary of location lists per object, which allows to structure and access the values in a reasonable way:
dict = {
    object-1 : [
       [row1-X, row1-Y, row1-Z], # Frame 1
       [row2-X, row2-Y, row2-Z], # Frame 2
       [row3-X, row3-Y, row3-Z], # Frame 3
       ...
    ],
    object-2 : [
       [row1-X, row1-Y, row1-Z], # Frame 1
       [row2-X, row2-Y, row2-Z], # Frame 2
       [row3-X, row3-Y, row3-Z], # Frame 3
       ...
    ],
    ...
}

Reads the data and creates the dictionary
import bpy

file_data = [] # create an empty list
animation_data = {} # create an empty dictionary

# read the file
with open(<PATH-TO-FILE>) as f:
    content = f.readlines()
    for line in content:
        # store the line as list in file_data
        file_data.append(line.split())

# create location keyframe dictonary
for line in file_data:
    try: # try converting strings to floats
        floats = [float(i) for i in line]
        # create composite list of this line
        composite = [floats[x:x+3] for x in range(0, len(floats),3)]
        # store it in the dict to organize the values
        for c, item in enumerate(composite):
            #key = "object" +  str(c)
            animation_data.setdefault(c, []).append(item)
    except ValueError:
        print ("Incorrect data")

Adds one cube per dict item to the scene as well as the keys, starting at frame 1
if animation_data:
    for i in animation_data:
        bpy.ops.mesh.primitive_cube_add()
        # get the newly created cube
        obj = bpy.context.object
        # get keyframe location values
        obj_keyframes = animation_data.get(i)
        # start animation at frame 1
        for c, loc in enumerate(obj_keyframes, 1):
            bpy.context.scene.frame_set(c) # set frame
            # move the cube and insert a keyframe
            obj.location = (loc[0], loc[1], loc[2])
            obj.keyframe_insert(data_path="location", index=-1)

It's basically the same for loose bones of an armature
if animation_data:
    # get the selected object
    selected_obj = bpy.context.object
    if selected_obj.type == "ARMATURE":
        # continue if number of bones match the data
        if len(selected_obj.data.bones) == len(animation_data):
            for i in animation_data:
                # get the values from the dict
                obj_keyframes = animation_data.get(i)
                for c, loc in enumerate(obj_keyframes, 1):
                    bpy.context.scene.frame_set(c) # set the frame
                    # move the bone and insert a keyframe
                    selected_obj.pose.bones[i].location = (loc[0], loc[1], loc[2])
                    selected_obj.pose.bones[i].keyframe_insert(data_path="location", index=-1)
        else:
            print ("Data does not match number of bones")

Thank you, I got already one more gyrus in my brain thanks to well explained peace of code of yours. My goal though is not to create new objects in scene, but to apply positions from the text file to already existing bones, which are in the same armature, but are not parented or connected to each other.

I hope you get the idea. Tried my best to explain the code in comments. Just let me know if there is something you do not understand @Mzidare

The script works flawlessly. Thank You so much @brockmann

One more question though if you don't mind. How should I go about changing decimal place of the coordinates, to make movement more or less noticeable?

No problem @Mzidare, you are welcome. I'm not sure what your actual goal is but at a first glance, simple math within the floats list comprehension should do the trick floats = [ ( float(i) / 10 ) for i in line ] ...?


text:
How to make python script check some value every frame
I'm trying to accomplish with python script something like this:

Take World Z position value of an object (let's call it OB1), which is parented to a pendulum(so it's World Z position is fluctuating).
Make the script check OB1 World Z position every frame
If certain OB1 World Z position (let's call it BOT) is reached, rotate OB2 by 90 degrees on Z axis.
Make the OB2 keep new rotation until next BOT, which enables next rotation by 90 degrees on Z axis (so after 2 BOT, the rotation is 180 deg).

After a lot of googling, combining scraps of code and testing, I finally found the solution for this issue.I'm leaving it here cause it actually can be pretty useful in some situations.
See the docs about event handlers
import bpy
import math

sce = bpy.data.scenes[0]

# the function to call whenever the handler is envoked
def my_handler(sce):
    # contObj is controlling object, the one, which world Z position
    # I take to control rotation of "Target"
    contObj = bpy.data.objects["Controler"]

    # posOnZ is rounded world Z position of contObj
    posOnZ = round(contObj.matrix_world.to_translation().z,3)

    # targObj is the object, which rotation will be changed, when posOnZ reach
    # certain value.
    targObj = bpy.data.objects["Target"]

    if posOnZ == 1.168:
        targObj.rotation_euler[2]+=6*(math.pi/180)

        # check if everything works (can be omitted)
        print(targObj.rotation_euler[2]*(180/math.pi) )

        #without sce.update() you can't see the changes in 3d view
        sce.update()

def register():
    bpy.app.handlers.frame_change_pre.append(my_handler)

my_handler(sce)  # optional, to test if the function is working..

register()

Thank You @zeffii for taking time to edit this post.Now it looks much better and is a lot more understandable. Although i think that my_handler(sce) (3 line from end) should be without indentation, as it's not a part of register() definition, but call of my_handler(sce) function. Please correct me if I'm wrong (which is totally probable) or edit your edit.

it's more appropriate to let the scene handler call my_handler() (see the docs), you don't need to call it for the handler to work..  but maybe if you want to see the result prior to starting the frame changing.. then maybe .

I have no Idea how could one deduce all this info from documentation on handlers. For me it's just a list of handlers with short explanation, what each of them does.Anyway thank you so much for your time.I highly appreciate your help.


text:
Stop UV's Rotating when unwrapped
I am trying to unwrap faces which are all exactly the same size. Some have slices through them, but that shouldn't matter should it?
I am trying to unwrap them to then overlap every single one so that I can make them share the same texture, however when I unwrap them they are all unwrapping at different rotations.
It's making it a pain to unwrap as it find it impossible and tedious to find out which direction the whole squares are facing.

https://i.sstatic.net/2s9uk.jpg

Include images into the question body please. Ngons are always bad to unwrap and will provide you with unexpected result on the uv map. Aside from that why unwrapping this into individual squares, any special reason?UV map will be more predictable and easy to work with if done as one or several islands. When you have so many of them it's really hard to make use of texturing without just painting on the mesh.

Hey Zak,
I want to overlap them so i can use one texture in Substance Painter to repeat it all over tower.
There isn't any Ngons in this though, they are all squares.

As I see there are Ngons below and above windows because of 2 additional cuts for the window. Though general principle is the same - UV map is often done into one single island as already shown in the answer and texturing on that in any program you like

The slabs underneath the windows are a shape on their own, there is no Ngons.

I suggest you use a single seam down the length of the silo (marked in red) and then do a normal UV unwrap. This way the UV layout is connected, and the texture space is used a lot more efficiently.

Generally speaking using overlapping UV is considered bad practice in Substance Painter, because it prevents Painter from baking proper AO maps and the results is generally very unpredictable.

Hey Mike, this is what I originally did as it made most sense. However because the tower is so huge the quality of the texture didn’t look to great. Trying to use as less materials as possible for batching issues.


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Blender over SSH crashes with X Error
I am using Fedora 26 PCs and ssh to connect from one PC to the other.
Blender version 2.78c cannot run over a SSH connection, but surprisingly version 2.77a has no problem with that!
When I run blender 2.78c over a SSH connection, the main window briefly opens, but crashes within a second with an error message in the terminal:
X Error of failed request:  BadRequest (invalid request code or no such operation)
Major opcode of failed request:  153 (DRI2)
Minor opcode of failed request:  1 (DRI2Connect)
Serial number of failed request:  11
Current serial number in output stream:  11

Obviously this is an X related issue, but it's strange that version 2.77a works just fine, but 2.78c does not...
Is this a bug or a new "feature" in the newer version?

I can't seem to reproduce. Just downloaded and run blender-2.78c-linux-glibc219-x86_64.tar.bz2 on a remote machine and it's been working for several minutes now (I've displayed windows, added primitives, rendered). Remote machine has X.Org X Server 1.18.4 on Ubuntu 16.04

Does forcing CPU usage (by running blender as ./blender-softwaregl) result in the same error?

Yes, it gives exactly same error!
I have tried two 2.78c version: one installed via the Yum/RPM repository, and another one by unpacking the pre-compiled download from the blender website. All these 2.78c version have this error.
I have an old 2.77a, which works just fine......?!?!

Could it depend on the video driver used on the local and remote PCs?
When blender executable runs on remote, but is displayed on local PC:
X Error happens when nouveau driver on remote and i915 driver on local PC.
No error when radeon driver on remote and i915 driver on local.
Could that be the reason?

I don't know really, but it seems like the problem depends on a specific configuration of local and remote drivers and software. I don't know what could have changed between the two versions of Blender.


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Everything is invisible in material and in render preview

I am semi-new to blender and just got the new version. For some reason, everything is invisible in material mode and render preview. And this is not just a "you messed up the texture" problem. Even in the default startup file, everything is invisible. I rendered a short animation to see if it was just a viewport glitch, but no. Even when rendered nothing shows except for a few pink objects that have no texture.

Hi and welcome. Please [edit] your question and add images of your interface. Are using cycles or EEVEE?

Also see https://blender.stackexchange.com/questions/204044/viewports-broken-on-rx-580 https://blender.stackexchange.com/questions/204897/how-come-all-of-my-objects-are-just-outlines https://blender.stackexchange.com/questions/204687/eevee-rendering-materials-dont-work


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Problem with extruding with x-axis

I am extruding (Shift+E) a bone with x-mirror on.
The left bone is fine but the mirrored one is HUGE! I have no idea why this is happening. I have a pic and my .blend file is included here.

Thanks for providing the .blend file, it looks like the issue is due to the Armature being off-center. You can inspect this with the Item tab in the N menu, you generally want an armature's origin to be right at the world center for X-mirror to work.

I was able to correct the issue by translating the Armature object up on the Z axis until the feet touched the floor, and then applying the Location transform to the armature with Ctrl + A. After this, the bones in the feet extrude over X mirror as expected. This also affected the eyes for the character, so you may need to correct their location and scale after applying on the Armature.
You can also apply the 10x Scale if you like, it's a good idea to finalize that early on as it affects poses and animations, but the correct Origin via Location transform is all that's needed to fix the X-mirror.

Thank you! This is the best help site for blender ever!


text:
How to add a "floor" to a model
I've been making my first model in blender and I was watching this tutorial on pixel textures: https://www.youtube.com/watch?v=yh6785-ff8k&t=4s
and I was wondering how he added the "floor" below his model in about 19:10 into the video.

from my perspective it looks like he just added a plane underneath the car, and then texture painted the little spot of blue pixels around the car.

do i add a new object for the plane? because i tried doing that and the plane is semi-transparent whenever i toggle solid view on the model

hm, that is weird?  do you mind packing your image files and sharing your file with me so I can take a closer look?  You can use this link: https://blend-exchange.giantcowfilms.com/

i wanted it to look like how he did the lighting on the finished car in the video but i can't seem to wrap my head around how to make it work.

Hi this is not a forum. Please add all new information regarding your question as an [edit] to your original post so that it is readily visible to other users. There are many users who do not bother reading comments as the comments are generally considered disposable and temporary. Thanks.

the file that you gave me in that link will not open for me for some reason.  I'm not sure why.

@ETHANDAY it's a backup file (.blend1). You need to rename the file extension to (.blend) then it opens without any problem.


text:
How can I Copy and Paste the form to another object?

Hello, I´m new to blender and want to find out if I can copy the form of the good eye and paste it on to the bad eye.

Not sure what you mean, but you can use SHIFT-D to duplicate the good eye, then delete the bad eye. Or simply add a UV Sphere as a whole new eye, eyes are (almost) perfect spheres.

If at any moment you want to change the mesh of an object for another one (here for example you want to switch from the cube to the cone), select the object, go in Object Data and in the top dropdown menu (Browse Mesh Data) select the mesh you want:

Or select the object, shift select the one that you want to copy the mesh from, and press CtrlL > Link Object Data.


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Can't perform the slicing operation with Blender's boolean modifier
I'm following the "Sci-fi Crate Design" tutorial from BlenderBros. The tutorial guy created a cutter in the previous video (which can be seen sitting on top of the base of the crate in screen shot 1 below) and then applies the boolean modifier (ss 2) by shift selecting both objects to perform a slicing operation between the two objects.
After this, the slicing line can be seen between the two objects in his viewport in the screenshot and he is also able to select the two objects separately.
But when I press Ctrl + Num / to apply the boolean for the slicing operation like he does I cannot select the cutter and the crate separately as they have become one object now. Also there's no slicing as can be seen in the ss 3.
Amateur here. Any leads as to why this is happening would be much appreciated. Also - the tutor is using Blender v2.8 and I'm using v2.9 if that's a problem?

Have you looked at the Q&A section on the course? - There seems to be a very similar question there which someone sorted by flipping the normals on the cutter. - "Problem with slicing (crate 1: 16. Slicing the Top and Bottom)"

For what it's worth, I've just done that part of the course in both 2.83 and 2.90.1 and both worked fine. Can you upload your blend file so we can see what's going on please. link

Yeah it was the flipped normals. Thank you so much.

Glad to hear it's sorted!


text:
Rounded Ends (or caps) on Biezer Curve Pipe
Trying to make a simple bent hook with rounded that looks like the attached, but with rounded ends.

However I can not get the ends to close with a rounded cap.  I do not want to use an array --the instructions given with the first suggested / help link (shown next) do not work anyways. Can anyone please help? Pipe with round caps (ends)?

Create separately Curve > Circle and use it as bevel of the curve, now the thickness depends on the size of the Curve Circle

It's not clear why the instructions from the question you've linked don't work, you just select 2 objects you like to be start/end cap. But you can model that manually what can be not so good/fast, but working

@Marc do you mean a filleted end like this: https://i.sstatic.net/CSC6T.png ?

Yes please. In fact maybe even a little more rounded. It seems from all the tutorials I've found a beizer curve can have only a flat end. At one point I was able to close it somehow with triangles but I couldn't get those triangles to round outward. Thanks Zeffi

Make 2 bend curve as seen in the image.
Make a small circle curve.
In Object mode select the bend curve and go to curve tab at the right hand.
In the Geometry panel under Bevel Object select the circle.

As soon as you click the circle you will get the tube shape. If you scale the circle you will find the tube getting thicker and thicker.
If you want to fill the caps of the tube:
In the Geometry panel under the Bevel Factor choose Fill caps.
If you check on the caps the opening will be closed and if you uncheck it the opening will be open.

this doesn't provide a rounded cap. this is only a flat cap. how do you create the rounded cap?

Found a good answer to this question in this video: https://youtu.be/QuCVcg9UfOA
This is really flexible and doesn't require committing the geometry.
Basically it involves adding the two modifiers Weld and Subdivision to the curve.
The steps are:

Add a curve
Set Object Data Property Geometry Bevel to Round with Resolution set to 0 and Fill Caps set to true (checked). Set Depth to your desired size.
Add the modifier Weld with Distance set to a really low number like 0.001
Add the modifier Subdivision set to Catmull-Clark and Optimal Display set to false (unchecked)

And that should round the end of the shape.

One way to accomplish what you're trying to do is using proportional editing.

Select the ending edge loop and fill it
Poke the face
Subdivide with
several cuts
Select the center group of faces or just the center
point
Enable proportional editing
Move (locked to one direction) and
adjust the "sphere of influence" until it looks as desired.

I've attached a gif of the process. This example has way too many faces but that can be fixed w/ some simple limited dissolving later.
http://i.imgur.com/TRfjowS.gifv
I've also included a gif of the different menus I used during the process.

Select Similar - SHIFT + g
Faces - CTRL + f
Proportional Editing and Options
Use your scroll wheel to adjust the influence of the editing

http://imgur.com/fLwo5g6.gifv

Instead of having so long process and many verts. Just add a sphere cut in half and join it.

One option Ive found simple and workable is to create by extrusion the last vertex. Set it's width to 0.3, move it off slightly, finally extrude once more, the closing vertex and set it's width to zero.
Example:

Your pipes have arbitrary start and end locations... I would start over and do this:

Start with the ends of the pipes at easy locations (on the grid) and no angle (ortho = 0,90,180 etc)
Create UV spheres at the size of your desired pipe diameter.
Delete half of each of the UV spheres.
Rotate and move hemispheres into place, where they will be the end caps.
In edit mode select the edge of one of the spheres, duplicate and separate the selected ring.
Convert the ring to path (mesh to path convert).
Use the ring path as your bevel objects on the pipe path.

At this point it looks pretty but edits to the pipe means the caps aren't where they belong. Start by making the pipe the parent of the caps, which fixes pipe's object movement. When end cap vertices are edited, you must be careful to duplicate the movement and rotation edits to the end caps... kind of a pain but feasible.

I know this question is over five years old but I’m going to answer it for anyone looking for this in the future (like I just was). The answer is actually dead simple. Convert to mesh and bevel.


text:
Wood texture shows in material but not in rendered mode
I have a wood texture that's showing up fine in materials view but not in the rendered view. Can someone please tell me what I might be overlooking?

The image texture need to be connected to a diffuse shader node before going into the material surface output.

The output  of a texture node is color, as is the input of a diffuse shader. From my understanding, Blender needs inputs/ output types to match in order to work correctly.

@Marc.  How is primary. Why is secondary. You can just know the style above is correct.  Assume the BSDF in the name of the Diffuse BSDF makes it compatible in the chain of nodes.

And I might add ... the color dot at the input and output gives you a hint to what it should connect to. For example usually you will connect the yellow out to the yellow in and the green output to another green input. Just so when you are starting out with nodes just follow to color code.


text:
'Tris to Quads' on narrow faces does nothing
As the question title states I tried importing a svg file, went to Edit mode A to select ALL, and control F, selected tris to quad and it won't work.
What am I doing wrong?
here's the blend file

If I'm not mistaken, .svg imports as curve objects. Have you converted to mesh with Alt  +  C  -> 'Mesh from curve/ meta/ surf/ text'?

AFAIK tris to quads only converts where its easily possible to do so by dissolving a single edge. For something like this where you a have far higher number of verts on the inside than the outside, quads are just not possible without much more drastic measures.

Try increase the maximum angle threshold, this will give you quads, but they won't be very square.
For better results, run: Mesh -> Faces -> Beautify Faces first.

Hi. Yes I had done  Alt + C -> 'Mesh from curve/ meta/ surf, and i just tried Beautify too. No changes whatsoever. But thanks for your suggestions nonetheless.

Added the blend file to my question in case anyone has time to take a crack at looking at it...

@Marc, re: "i just tried Beautify too. No changes whatsoever" - The blend file does not look like the screenshot. so it seems you ran Beautify at some point. Loading your file and converting tris to quads works here without changing any settings.

I don't know what you're talking about. My file looks absolutely no different than the first picture I uploaded. Yes.. I did run Beautify -- but it did nothing that I could tell. I STILL got nothing but triangles all over the place which makes it impossible to bevel the edges.  If you managed to get it to change to quads I'd loooove to know how you did it. I go into edit. select all, mesh/faces/tris to quads ---annnnnnd NOTHING. To be sure I JUST tried it again, for the 10th time. NOTHING. Not that I doubt you but what am I doing wrong then?

@Marc, double checked - its very different, zoom in and see the distribution of faces on the on the ar, in the image these are aligned horizontally, in the blend they aren't. - Take the same screenshot from this blend file and you will see the difference. Also, running tris to quads on your blend file works here - so there is some strange disconnect here.

PART 1 @ ideasman42: I stand corrected. Working with the same file (to be sure I downloaded it from here) I did notice some VERY MINOR improvement when I ran tris to quads. HOWEVER I still have a TON of triangles. Tris to quads, in my mind, should turn everything TO QUADS, leaving NO triangles. Basically, my end result / hope, was to somehow vastly reduce the triangles in the faces to quads or WHATEVER method would allow me to 1) alt select the outline edges all the way around each letter so that 2) I could bevel them.

PART 2: As it is now when I alt select an edge it only selects a FEW adjoining edges... then I have to keep alt + shift selecting all the way around and it becomes impossible when I get to areas where there's so many tightly packed triangles I can't select an outline edge without getting unwanted edges too. Plus to do it that way, alt+shift selecting, all the way around every letter would take hours of tedious work. I want to bevel the edges of this darn logo. How do I do reduce the amount of faces / edges so I can do that?


text:
3 Prong navigater stays put no matter what object selected
Why is my navigation xyz thing staying put no matter what object is selected? No matter what I select to move the object that thing stays where it’s at. I tried setting origin and it does nothing. I tried clicking the 3 prong icon and then it disappears totally on the modeling window. This has happened a few times now and my only way to make it work right again is I copy everything and paste it into a new document. The blend file is here:

. Thanks.

agreed with comment above, seems like you set your navigation mode to 3D cursor.

Doh! I knew it was something simple. Thanks Ray and Mav. Delete the question if you wish.


text:
How do I put a stencil-like texture across a sectioned object PART II
Because this 3rd answer is very good I am creating a Part II post so as not to confuse this answer with the previous two answers as found here in the first post: How do I put a stencil-like texture across a sectioned object?
To recap: I have an object I am trying to add a secondary graphic across sectioned planks of wood. In other words, (and not outlined in the first Question) is that there is also a wood texture on the crate that the text UVmap has to go OVER. Doubling the images.
Unlike the previous 2 answers this essentially maps two images to the side of the crate.


text:
How can I fix these gaps on the faces?
I just started to make a little more complicated project on Blender and sometimes these gaps appear on the faces of the object. It happens everytime I apply the edge split and subdivision surface that i use to smooth the base cylinder that I started with.

I tried to crease the faces and it resolves the problem of the faces but the curves lose its smoothness and becomes low-poly(thing that i want to avoid).

How can I resolve this?

https://blender.stackexchange.com/questions/60375/why-am-i-getting-rounded-faces-when-combining-edge-split-and-subsurf

You could smooth your object and go and enable auto smooth if you want a smooth edge. Creating a face shouldn't make this happen, so try merging by distance by pressing M > Merge By Distance. And don't create another face, you probably accidentally his your faces in edit mode, just press Alt + H to unhide your faces.


text:
Is there easier way to fill this hole automatically?

Hello, I want to fill this hole like this :

Not like this :

I usually use "F" to fill hole and Knife tool to make it be along with edge lines manually,

But if there is easier way to fill this hole with edge lines automatically, pleas let me know.

Thanks!

I'm don't think there's any automatic way to do it, once you've filled, use the knife

Are you trying to create a room? And do you only have the walls or is there a floor as well (can't see it in the screenshots)? If so, didn't you create all those edges with loop cuts? Then the floor is already cut like the ceiling should be... why not select all the floor faces, Shift D, then Z to duplicate and move upwards. Then snap to the top vertices, select all, M > Merge > By Distance and you're finished. I might be wrong, I would suspect you have created it like that...


text:
Is there easier way to unwrap this cube?
I'm really newbie with blender
I want to make this cube's UV properly with a single unwrap.

So, I marked seams like this

But this looks really weird
What i expect is just like this

Maybe i'm doing wrong with mark seam..
Is there any easier way to unwrap this cube properly?
Or It must be needed additional align work by hand?

Hello could you please share your file? https://blend-exchange.com/

The distortion might come from a setting, but I would also correct the seams. At first, I would set the seams inside the hole a little different. The way you have it, the unwrapping results in the top area having four flaps that would be overlapping if you simply fold them up in a 90° angle to have all rectangular UVs. Instead, I would suggest you set the seams of the side flaps on the top edge, so that the long flaps belong to the top area, the short flaps to the bottom area:

If you now unwrap, the UVs might still look a little distorted. This could be because the default options in the Unwrap menu have Fill Holes enabled. If you disable it, all should look fine:

Oh God!!!! I will give you my deepest thanks.. This is Perfect.


text:
Is there easier way to fill this holes?

Hello, I want to fill the holes in left cube like to right cube.
(Like leaving window holes in some walls and the walls have already modeled)
I've done this with select each edges and press F to fill hole.
This is too much of a hassle if this model has so many edges or so big.
Any other easier way to fill these holes?
Or should i re-make this with other proper way?

Select the two inner "rings", right click and select "bridge edge loops".

Thanks! This works perfectly too,

Yes, with LoopTools add-on. You can enable it under: Edit > Preferences > add-ons (search for LoopTools).
Then toggle X-Ray with Alt+Z or clicking in the icon, select all the vertex and right click > LoopTools > Bridge.

Oh God, Thank you so much :D XD ;D

There is a built-in function for this called Bridge Edge Loops.
While in the 3D Viewport, you can select it from the menu: Edge → Bridge Edge Loops

Your edge count should match on both edge loops you want to bridge, otherwise you'll end up with tris instead of quads. (Bridge Edge Loops didn't use to support mis-matched edge counts, but now it seems it will at least try to fill it for you anyway... or at least "tri"? Sorry...)

Another possible solution:

With the F2 addon enabled, select two opposite vertices.

Press F, this creates an edge between those vertices.

Keep clicking F several times until the whole loop is closed with faces.


text:
difference between deleting an object with (X) key and the (Delete)
Im new to blender.
I wanna know, whats the difference between deleting an object with (X) key and the (Delete) key?

Functionally there's no real difference - the end result is the same - your object gets deleted the same either way. However, if you press the X key, you get a confirmation about whether you want to delete the object first, whereas hitting the Del key skips the confirmation and immediately deletes the object.
That's in Object Mode.
In Edit mode, there is no difference whatsoever as both options present a dialogue box asking how you want to delete your selection.

The best way to determine what a shortcut key does is to open Preferences, go to the keymap tab, set search to Key-Binding and search.  Of course, keys like X and Del are used a lot, so you have to do some refining to find the actual usage.  You're asking about object deletion, so we would expect to find the shortcuts under object mode, and here they are:
First the delete key:

Note that this calls the function object.delete.
Next the x key:

It too calls object.delete.  But there's a small difference:  'Confirm' is enabled.
So, the answer is "They both call the delete function on the object, but x has the 'confirm' option set, so it results in a confirm dialog box popping up.


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Background image isn't visible in the viewport

Is the problem with the picture or something else?
I'm trying to put a image to Blender's viewport but its not showing. I tried pressing Ctrl and Numpad1 but it just made the default shape rounder.
I'm using blender 2.78.

Use the Numpad 1 to enter preset ortho view. Ctrl+1 from the top of your keyboard adds a Subdivision Surface modifier.


text:
Object location problem
I have a location problem with blender, and it seems blender really doesn't like my object.
To start from the beginning, while I was learning blender, I made a transformer model that was supposed to transform. I cheated and made a robot model and a transformed model and replaced the two whenever they transformed. Thus, my model included the transformed model positioned right in front of the camera with the robot model out of view so I could animate with it when it transformed. This was over this summer.
Recently, I edited the object so it looked better and made the materials more accurate. (I couldn't do this before because the computer I was using was slow and crashed frequently) The reflective materials became more reflective, the transparent materials became more transparent, etc. etc.
However, when I try to move my transformed model (remember the transformed model is right in front of the camera, so I move it to see the robot model) and then render, the render only shows:
a) the old materials
b) the old position of the camera and the transformed model.
When I exit the render, everything is exactly as it was. The only way I can get the render to work is to make the transformed model invisible to the camera, and even then I can't move the camera (in any view).
Also, to note, blender shows it is loading something, but the load bar isn't moving and I don't know what it is loading.

Pictures, .blend file? More information would be helpful here.

.blend files can be hosted on blend-exchange.giantcowfilms.com

I will provide a picture. I don't actually know what vse is, so I probably don't have what you say.

As it turns out, I had some keyframes in animation. I don't know why, but somehow It was not allowing the movement of the object after the rendering stage. Perhaps it was constantly overriding the position of the object even when carrying it out in the modelling.
By the way, I learned blender in a camp called byte camp, and this is why I have a custom UI for blender. I did not make it.


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Normal Map difference in blender and other soft
I created a low poly object, and a high poly object (beveled).

We bake the normal map in Blender. When displayed in Blender it works well, but in other programs (3ds Max / Substance Painter) the low poly mesh and its normal map are displayed poorly (bent faces).

There is a difference in shading. Why is this happening and how to fix it?

Can you post the normal map?


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Why does sculpting with dyntopo produces small cracks on the mesh surface?
I'm new to blender, I started about a week ago. I'm currently designing a human head. As for the details, like lines, little molds etc., I thought of using sculpt mode. So bsc. what I did was, editing my object, or rather it's vertices, make it more "high poly" with a subdivision modifiers, editing again, subdivision again, and so on.
Now I ran into a problem.
When trying to use the sculpt tools, literally nothing happened. i searched the interenet for answers, all I found was the tip to turn on "Dyntopo". I did. After that the sculpting tools had effect, but the effect wasn't the one I wished for, neither the one it should be. It was more like little cracks in my model, I can't even describe it properly, but I'll add images.
Any ideas what I'm doing wrong? What settings should I use? Is there a way to finalize my model, so that the PC doesn'T take it as editable object anymore, in order to improve performance when sculpting? Kind of locking the vertices?
I'm running a GTX 980 and an I7 3770K and 16GB RAM, still it lags like hell...

https://i.sstatic.net/niYYy.jpg
Thank you very much, I hope this is the right place to ask this kind of question!

As an additional note, lags and slowdowns in the work in this case can be caused by bunch of faces of that model, which is another downside for having too much geometry.

The first screenshot shows big amount of faces stretched horizontally really much, probably as a result of dyntopo atop of already subdivided mesh with maybe not proper base topology. They are bulging out of the model, most likely as a result of the brush drawing.
In short, don't use dyntopo in this case. It is useful for rough and quick adding details when e.g. base and draft sculpting is done; it's possible to do the final mesh with it only as well, but not mixing it with Subsurf or any other type of subdivision. The reason to use dyntopo is to selectively subdivide mesh where needed and sculpt it at the same time. On the other hand in the case shown you have big amount of geometry which as you see will prevent you from easy editing. Further, it's mostly useless as much less geometry is pretty much enough for showing details.
The thing also to keep in mind is that if you need more details continue subdividing the mesh relatively equal for all its surface. There are plenty of tutorials about subdivision while sculpting which will show you that in more details.
The easiest solution is to undo dyntopo (using backup copy of the mesh is assumed) and go with Multires only (instead of Subsurf). Then it will be possible to go with clean topology as much as possible while leaving base mesh relatively simple (Multires will do that for you).
If dyntopo is undoable then it's possible to use it for unsubdividing as well, just enable Collapse in the Dyntopo rollout and continue scultping on the mesh while checking what geometry it generates.


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How to make an object change color after being touched by another object?
So I've several dominoes in a circle, and I would like each domino to change color after being touched by the previous domino. I can do it manually using keyframes but this will take ages they are 200. So is there is an easier way to do it? Is there is a script that automatically adds a changing color keyframe every 10 frames as that is what I found to be suitable.

Not really, I think my problem is much more simple, because it is automatic I just want to create color keyframes every 10 frames

https://blender.stackexchange.com/questions/71851


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How to Make This Model With Only Textures/maps
I want to create something that looks like metal mesh and there are alot of tutorials but I can't make the model with only maps, is it possible?
How do you make an alpha map from the side?

so have you tried to bake the height or the normals to see how it looks like?

i am totqaly new, what does bake mean?

it means creating a map that will fake the 3D reliefs, is it not what you're asking for?