text:
Making an add-on - Notification system setup
I am trying my hands on my first add-on for blender. It currently creates incremental saves of a project into a predetermined location in a predetermined interval. As of right now the backup notifications are handled this way:
bpy.context.window_manager.popup_menu(lambda self, context: self.layout.label(text=f"Backup saved: {backup_name}"), title="Backup", icon='INFO')

Which creates a pop-up at the cursor location preventing any work until acknowledged. My preferred goal for this would be to be a non-intrusive notification similar to what you get when pressing ⇧ Shift + S but all attempts I tried getting this to work yielded no promising results. From what I understand these notifications are reserved for actions by the user and not by the system. I can create a button that prints "success" at the bottom, but getting the system itself to use this notification method seems to be a different thing.
Here is the script I used to get the success button working (code block is not working, if anyone smarter than me can fix that, you are very welcome to do so):
bl_info = {
    "name": "Success on Save Add-on",
    "blender": (2, 90, 0),
    "category": "Object",
    "description": "Sends a success message to the status bar whenever a .blend file is saved"
}

import bpy

def save_success_handler(dummy):
    """Function called after saving a .blend file"""
    bpy.ops.wm.report_operator('INVOKE_DEFAULT', message="Success")

class ReportOperator(bpy.types.Operator):
    """Operator to display a custom message in the status bar"""
    bl_idname = "wm.report_operator"
    bl_label = "Show Success"

    message: bpy.props.StringProperty()

    def invoke(self, context, event):
        self.report({'INFO'}, self.message)
        return {'FINISHED'}

def register():
    bpy.utils.register_class(ReportOperator)
    bpy.app.handlers.save_post.append(save_success_handler)

def unregister():
    bpy.utils.unregister_class(ReportOperator)
    bpy.app.handlers.save_post.remove(save_success_handler)

if __name__ == "__main__":
    register()

Checking a question recommended to me from 2.7x times did not appear effective, I do not exempt me from being too dense to get it, coding is not my strong suit, but from where I am standing here, the answers provided did not help.
If anyone has some insight on how to get such a notification going I'd highly appreciate to hear from you. Thanks in advance.

Does this answer the question? If not, please [edit] your question to better explain what you are missing, it will queue it up for reopening.

This to me seems fairly outdated, trying the solutions provided did not yield any useful results. I am not sure how to better explain. Open up Blender, press ctrl S, see the bottom blue colored notification? That style of notification I am trying to achieve when a backup triggers. Instead what I currently have is a pop-up that halts every operation done in viewport.

@Deven The "See the bottom blue colored notification" is literally done with the Operator.report() method. That is how you do it. Docs

@jakemoyo that I also got, but every time I try to implement that to be not triggered by user, but by the system it fails and the timer does no longer reset.


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Blender 2.80: How to obtain a white background using the workbench render engine?
I'm trying to obtain a white background for a render using the workbench render engine. I have set the "Viewport Display" inside World settings to white but the background renders light grey.
What is the correct procedure?

Set the values to more than one, say ten or more (up to 50).

Thank you very much!

Would love to get an explanation to why this works :)

The magic number is 16.3 when using filmic as color transform.

You can either use the workflow you described in the question by setting the Viewport Display to World and turning the world to white, or you go for Viewport Display -> Viewport:

However, you need to be aware that the Viewport runs internally through Color Management, so the Filmic Transform is applied. To get pure white, 2 to the power of 6.5 multiplied with 0.18 will give pure white (16.29174023 that is). Not recommended though.

By the way, it is impossible (at least in version 3.1.2) to set the RGB or HSV values more than 1.0 here.

@DRCB That's correct. All of this goes back to a change the Blender Developers made a while after this question was asked. Since that change, the Viewport does NOT got through the View Transform (in my answer sloppily called "Color Management") any longer. So when you set it to (1,1,1) and work on an sRGB Display, that background will be white as requested.

source: Stack Exchange

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

sort: votes


text:
My spotlights are making weird shape reflections on glass
I am a Blender beginner and I'm trying to create an interior scene for my exam, but at this moment my lights create a weird reflection effect on the glass.
I imported a spotlight from an .obj file and assigned a PBR metal to the mesh and an Emission Node to the central surface of the spotlight for the light.
I realized it was to weak to light up my scene so I also added a Blender spot. It's probably not the way I should do it, but that's the only one I know to avoid fireflies and get a good result, although on the glass my lights are creating a weird hemisphere reflection, really bright and with sharp edge.
I set the bounces to 1 to check if it was a reflection problem or not and that's the result.
Could you please help me, what did I do wrong? Thank you so much.

I'd advise getting rid o additional duplicate lamps overlapping in one spot, if one is not enough to light your scene up increase its strength.
Having double lamps overlapping is redundant and will likely lead to issues, besides the obvious performance issues. Having multiple lamps realistically distributed across your scene is of course ok and encouraged.
Anyway, you are most likely using either Area or Point lights, not spots, these are never visible in reflections, as far as I know.
Try disabling the Lamp object visibility to Cycles Glossy component.

Alternatively use a node setup in your lamp with a Light Path node limiting it's visibility to glossy components.

Thank you for this!

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

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


text:
I wish to enroll for the course, but I need to know, first, what would be the computer configuration required to run and work on Blender, effectively?
I wish to enroll for the course, but, before that, I need to know what would be the ideal computer configuration required to run and work on Blender, effectively?

Here you have the requrements: https://www.blender.org/download/requirements/


text:
Rigging and skin modifier using rigify modifier
Help solve the problem with clothes. He visited different methods but does not help. weight transfer and self-painting did not help. How to get rid of a problementer image description here

I guess the different mesh parts are from different objects?
First, make sure every object has its scale and rotation applied using ⎈ CtrlA → Apply Scale / Apply Rotation. Scale influences directly the rigs' deformation (basically as a multiplier), so if there are some differences in scales and rotation between the objects controlled by the same rig, it will be messy.
Then, the only thing you can do is work the weights so that the weights are basically the same where two different meshes hover each other or are close together. The goal is to make them move at the same rate, so if you set each close vertex with the same weight for the same bones, and if there's not a huge difference in mesh topology, it should work fine.
Alternatively, you can completely avoid the issue by simply joining these meshes together so there's not gap to manage in the first place.

THANKS FOR THE RESPONSE, BUT EVERYONE DOESN'T WORK NORMALLY.CAN THERE ANOTHER OTHER OPTIONS?

No, and writing in full caps will not help. Nor just saying "it doesn't work". You need to detail more the issues. Or gives us the file so we can see for ourselves.

Sorry for the capital letters. I can give you 2 different files, so that you could see what’s wrong with me. I will be very grateful for any help Give mail where you can drop the archive

No need for an e-mail. Just save your file with compression enabled, send it there : https://blend-exchange.giantcowfilms.com/ And share the link.

Help really need help. And such a rig can then be used for games in Unity and Unreal Engine?

On the file you gave me, scales and rotations aren't applied and weights are not corrected as I suggested. So I'm not sure if you did what I recommended and encountered another issue, or if you simply have not properly done or not at all what I recommended. How do we go from there? Also your rig isn't generated properly, some bones are imprecisely placed in your metarig i.e. shoulders or neck off center, but most importantly the foot bones should be in the middle of the ankles. So unparent the rig, correct the scales & rotations, then metarig, then regenerate the rig and work on the weights.

Of course if you have any issue doing all that you can tell us, so we can help. Once you're done, if there's still an issue, post your file again.
You might want to check some tutorials like this one: https://www.youtube.com/watch?v=dYiAd_08-0k
Or Rigify's manual: https://docs.blender.org/manual/en/latest/addons/rigging/rigify/index.html

Thank you, but nothing works, again finds one part on another. Applied  Apply Scale / Apply Rotation. I can’t understand what am I doing wrong ??


text:
Traceback (most recent call last):
I am currently learning Blender on Ubuntu 18.04 for openFOAM meshing. I was going through a tutorial today and the error in the image came up when I clicked on "Build" in the swiftBlock tab. Not entirely sure how to proceed.
Thanks in advance.

While I do not know a lot about this "OpenFOAM", it seems like it is a language or library designed to run on blender in order to generate meshes. According to the error, it says ZeroDivisionError: Float division by zero.
This is Python's (language blender is coded in) way of telling you that you are trying to divide a number by 0. I recommend checking your OpenFOAM code for instances where you do such a thing. The error also points you to the line of code that threw the error, so you might want to look at that closely.

So I gave it another go making the object I had to, and this time it worked. So I can only assume that last time my object was either a not fully closed(sealed) domain, or I had a vertex or edge selected when I clicked on "Initalize blocking" in the swiftBlock tab.
Which is why it was throing the Division by zero error.
openFOAM is an opensource cfd software, however it is easier to make the renderings in Blender or any other rendering software and then try to run your simulation in openFOAM.


text:
Sword Trail, Motion trail, Light Path
I've been googling for this for hours, actually more than that i always come to look for an answer after few weeks but I always give up. Why not try to ask i guess.
All i'm looking for is effect like that

I've seen only people talk about it or having questions about it but no answers. Only one answer i found was "there's plenty ways to do it" but not exactly how to.
I couldn't figure out how to do it on my own.
I know game engines have quiet easy way to do this in particle system but i'd like to know how to do that in Blender. Not just one slash trail after hit but continuous.

I would script this, particles are most probably not the most efficient way. What are your sources on that assumption?

do you want exactly what you show? For light streaks you have various solutions I guess, you could try with bezier curve as explained here: https://blender.stackexchange.com/questions/34377/how-can-i-create-light-streaks-in-cycles  you could also try array + curve


text:
Shrinkwrap wraps itself on the inside of the mesh
Whenever I try shrink wrapping a plane to a mesh, the plane wraps itself IN the mesh instead of wrapping it OUTSIDE the mesh.

How can I stop this from happening?
Any thoughts would be greatly appreciated.

have you tried to change the Offset?

I have tried changing the offset but unfortunately it does not change the way it looks (it keeps the same shape as if it is still on the inside of the mesh)


text:
Is it possible to manipulate with coordinate systems in geonodes?
i want to multiply by 0 part of the velocity vector, that points from center of sphere1 to center of sphere2. So easiest way i can think of is to calculate velocity vector in new coordinate system where R1 vector is y or x, multuply y or x by 0 and than go back to global coordinates. But only way i can imagine it in current geonodes is to calculate angle btwn local and global X and than rotate the whole vector, manipulate it and then rotate it back. But it gets really hard when we go from 2 dimensions to 3 dimensions. Any ideas pls?

I'm not sure if I fully understand what you're talking about, but you could probably use a dot product to see if a vector is pointing in that direction and scale it accordingly.

i need to change specific part of the velocity vector so it does not point in the direction of another shpere.
https://postimg.cc/jwZnTkn2 here is the image
so, we have global X and Y, two points (black), velocity vector (light blue), C1 and C2 vectors (C1 points to another point, it is first part of velocity vector, C2 is second part of velocity vector). So i want to scale C1 of velocity vector by 0, and get V2 vector (orange one)

This is probably a https://en.wikipedia.org/wiki/XY_problem and what you really need is Vector Math: Reflect.

Let me first try to Steelman your question:

This setup generates two balls and two arrows on the 2nd ball (called 'Sphere 2').
One, white arrow is just an arbitrary (random in this case) direction vector. The other, red arrow is the result of the operation you want.
I think the best way to explain what you want is: position a plane exactly between the two spheres, tangent to those spheres, then add a Sun aligned with the plane's normal (the Sun direction same as the direction from Sphere 2 to Sphere 1), and look at the shadow of the arrow - that's the direction the resulting vector should have:

(the red arrow is so dark because it's entirely in the shadow of the white arrow)
And so the question is, what should be the contents of the Meat custom group in the green frame, to achieve this:

Solution
Your solution works for 3D as well: rotate to be $z$-up, remove $z$ component, rotate back. It's just that you need Euler $xyz$ rotation rather than just a single angle. Here in order to ensure both balls touch, I position the 2nd ball by rotating the $<2, 0, 0>$ offset by a random Euler, so that Euler is ready to be used; normally you would start with a vector and need to calculate the Euler. The opposite of Vector Rotate node is Align Euler to Vector:

(same result as in Nathan's solution)

Vector Math: Reflect

i want to multiply by 0 part of the velocity vector, that points from center of sphere1 to center of sphere2.

The dot product of two normalized vectors is the projection of one vector onto the other (https://en.wikipedia.org/wiki/Dot_product#/media/File:Dot_Product.svg)-- the "shadow" cast from one vector onto the other, if you'd like.
Let's call the vector from one circle to the other circle the "proximity vector".  If we take the dot product of the normalized velocity and proximity vectors, and multiply that by the length of the velocity vector, we get the size of that shadow cast by one vector on the other.  If we then scale the normalized proximity vector by this "shadow size", we have the component of the velocity vector that lies along proximity vector; we can subtract it from the velocity vector to end up with a vector that points only orthogonally to the proximity vector. *

But only way i can imagine it in current geonodes is to calculate angle btwn local and global X and than rotate the whole vector, manipulate it and then rotate it back. But it gets really hard when we go from 2 dimensions to 3 dimensions.

This is a more complicated problem than I think you want to solve, and solving it probably (depending on how you look at what you're solving) involves calculating what you want to calculate, via the method I described above.
* Note: The way that I described this involves some unnecessary operations, but I'm presenting it as I am because I think it's a better way to ease into the thinking.  The length of the shadow is dot(normalize(proximity), velocity), but knowing that requires knowing more about the dot product than I've explained and it can wait.

authors: Кирилл Алексеевский


text:
Where is the 'detail flood fill' option in blender 2.9?
I wanted to try it out but I can't find it.

Hello :). Blender Manual - Dyntopo should help

As the manual said, you just need to select Dynotopo > Detailing> Constant Detail
And you will see the option below


text:
What is a way to sculpt/model clothes that aren't stuck to the body?
So I know how to sculpt tight clothes onto the body (plane > merge at center >modifiers like shrinkwrap > make verteces) and I know how to make wider clothes that are stuck on the body (sculpt them and then retopologize).
But how do I make thinks like e.g. capes or hoods? Or what's the method called so I can search it up? :)

you could use cloth physics at the beginning then apply?

I think that would look too real maybe, I wanna go for a stylized look

if you keep the mesh low-poly it won't look realistic

Do you think it would work if I made the shape with verteces but don't use shrinkwrap like I would with tight clothing? I don't even know how to attach clothes to a body without actually merging it (or do I not have to)? :(

are you planning to animate? Maybe show a picture of the kind of cape you want to create, it will help, you could simply create a simple shape then give a bit of folding in Edit or Sculpt mode?

Your answer was helpful! I didn't know you could just sculpt on top! :)

You should give some details about the style of cape, if it is supposed to be animated, etc... There are several approaches, like modeling it, sculpting it, or using cloth simulation.
You can sculpt it:

Prepare a vertical plane, subdivide it a bit:

Use brushes like the Draw brush to dig or bump the shape (press Ctrl to dig, you can also try the Crease brush for more sharp details):

You can also use the Grab brush to deform the shape. There should be even more convenient brushes in next Blender that will easily allow to bend the mesh:

Or you can begin with a Cloth simulation:

Create a plane, give it a group at its top edge. Give it a Cloth physics, with for example the silk settings, in the Physics panel > Shape choose the group as the Pin Group. Select the body (here a simple cylinder) and give it a Physics > Collision:

Play the animation. Stop it when you're glad with the result, and in the modifiers, apply the Cloth. Now you can edit it the way you want.


text:
Soldify modifier leaves gap instead of thickness?
Hey so I'm trying to make eyebrows/eyelashes andnfollow tutorials but when I try to add a solidify modifier it doesn't make it thicker but it leaves a gap. How do i fix this? Thank you!

Are you sure that mesh contains faces? It looks like it's just edges and verts.

Ohh i just added a plane, merged it at senter and drew the outsite of the eyerbrow with points (idk theb proper name). How do I add faces?

The proper name for the points is 'vertices', which is a term from geometry. They're often just called 'verts' for short, though.

Your solution worked, thank you so much!

Since your mesh is just vertices and edges, the solidify modifier faithfully maintains the lack of faces. Therefore you will likely want to use 'Grid Fill' to fill in the shape with quads, or manually do so by selecting three connected edges on your loop and pressing 'f' to fill them in with a face (automatically creating the edge necessary to form a closed shape) and then repeating that process with using the new edge. Note that grid fill requires there to be an even number of verts, so try adding a new one if it causes an issue.


text:
When should I retopologize?
So it's my first time modelling a character and I have a pretty dense mesh (suprised that my Laptop can still handle it). When should you retopologize a character? Before Hair and clothes so just the body or after?
Thank you!

https://blender.stackexchange.com/questions/98032 https://blender.stackexchange.com/questions/155696

You should start with the face , add a plane rotated on you  left to right axis and then add a shrink-wrap modifier and also enable face snapping this will try their best in keeping your extrusions with the sculpted topology , keep the plane on the noseBridge and also add a mirror , then start extruding the side till the eyes and then take your extrusion around the eyes , like this you can cover the whole body properly , and try yr best keeping them quads.
You can go around in this fasion


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How do I get rid of these lines in my mesh?
It's near where I merged objects. I've tried mesh>clean up>merge by Distance but that didn't work. Any tips?

you could try this: select one of your 2 meshes, press ctrl F > Intersect (Boolean), and choose Union in the Operator box

@moonboots Okay if I make an answer from that? :)

yes you can, did it work?


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Weird vibrations for Rig Arms
I am new to blender and trying some basic animation. But having some wierd behaviors I am not able to fix. Can anyone help. The arms of the rig is having very wierd vibration in a point I dont even have a joint (bone).
Check this: https://i.sstatic.net/UD6Qt.jpg
I dont have any key frame for those ofcoz.
Plz help this is really frustrating coz I redo the whole thing and it appeared again.
Blender: 2.9
Thanks

hello, hard to say, please share your file: https://blend-exchange.giantcowfilms.com/

Sorry, the site is not working for a 100mb size file it keeps on processing after upload. Here is the file https://www.dropbox.com/s/1jc7vimt4kfw06t/Scene1.zip?dl=0 . Also, the vibration only occurs when I render a large section of the scene. If you just render 100 frames or less it won't happen for some reason. Here is the minimum frame range I rendered and vibration occurred: 151-660

I can't tell, I've rendered from frame 100 to 700 and it seems to work fine, I hope someone will find... by the way, instead of sharing your whole file, you could have shared just the character  ;)


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Base mesh becomes unsculptable
I keep making base meshes for character sculpting. I do this in edit mode, put on a skin layer, and then switch over to sculpting mode. First sculpting anything over this mesh doesnt work. I checked my masks. Then I'll try dynotopo (to see if thats the issue), after turning it on and going to sculpt, my mesh reverts to the original wire frame view and becomes uneditable.
Any advice? I thought maybe it was my graphics card, but my specs check out and I'm sculpting in a low resolution already.
I'm still very new to blender and maybe I'm not looking for the answer in the right places. All advice welcomed!

What happens if you don't do anything but create a new primitive (such as a cube) and then immediately go into Sculpt Mode and try to sculpt on this cube (without doing anything else to the cube first)? Does sculpting work then?

Yes I can sculpt over primitives without a problem even if there are quite a few layed out. The problem really shows up when I am adding a skin modifier to a series of vertices or have something a little more complex on screen. Even if I'm keeping my poly count low.

You definitely need to have a higher resolution mesh to sculpt. If you have not applied the skin modifier yet, you need to do so. You should save a copy of your .blend file before this. Then you need to subdivide your main mesh, as the skin modifier is a very very low quality mesh creator, when not subdivided. After all that, you should be able to sculpt the mesh. If you still cannot, then please post an image so I can see what settings you have for the mesh. A .blend file would also be helpful.
If this does not answer the question, please say so in the comments below.

Hi Nate!I think I have a pretty high resolution mesh? It definitely looks pretty smooth, correct me if I'm wrong. Originally I thought maybe my computer was slow and it was a lag, but there is no change after hours of waiting. Maybe I locked something by accident? It seems like a weirdly specific problem. I recently tried making a low poly mesh from plane manipulation and sculpting over it and that worked for a little before it also turned back into it's wire frame. and that was a very low poly count compared to this mesh. Thank you for taking a look!

Looking at the wireframe, you can tell that the Skin modifier has not been applied yet. From the comment above, I cannot exactly tell if you mean the skin modifier couldn't be applied, but you also have the subsurf modifier currently set pretty high. If your computer specs are lower, then you should try subdividing after you apply the skin modifier. The wireframe you see in sculpt mode is the actual mesh, without the skin modifier, because it hasn't been applied yet.

Thank you! Thought they were applied automatically!

Pictures related to the comment on Nate's answer.
Please see below.


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Why is my subdivision modifier not applying to my render ? You can see it is enabled for renders
In the viewport, you can see the cake is smooth and it has a subdivision modifier with a viewport level of 5. The icon to allow it in renders is checked, yet it doesn't seem to work when I do a render.

Suggestion.  Make the render number the same as the view number. Both can be 5.  That may be an easy experiment/solution for you to perform

because in the Subdivision Modifier, you set the viewport to have 5 subdivision level but only have set it to 2 in the final render. change it to 5 as well. but your subdivision level of 5 is too high, you can just use 2 and then right click and do a Shade Smooth so you don't have too many polygons

@HarryMcKenzie Now that I see it, this makes perfect sense. Thanks


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How to use bevel node without joining objects?
I have an object with modifiers, it is a bit complex, it is intersected by another object that is CAD modeled (it does not have a good topology), My idea was to use the bevel node to smooth the intersection however I think this only works if one of the two objects which I cannot do for the modifiers and boolean either (it generates errors due to the bad topology of the CAD object), is there any way to use the bevel node in two different objects?

As long as these objects are not connected in the Edit Mode, Blender cannot understand the correct way to bevel the intersection.
Below I shared a .blend file where I connected a cylinder and a cube in the edit mode. For more understanding on how to do that, I recommend this tutorial: https://www.youtube.com/watch?v=M4F6Q6h2-ao


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Problem with render layer (normal) in eevee
I have a material made up of two principled BSDFs separated by a mix shader which has a mask. The render works fine but when I see the render layer (normal) it only takes the normal map of the first principled BSD, something that doesn't happen in cycles

Based on the colors (and distortions), it looks like you have both a tangent space normal map (top) and an object-space normal map (bottom). Maybe one being is "preferred" over the other in Cycles or EEVEE, respectively?

I don't know, it's the same scene with the same shaders

It's hard to see what nodes are in the screenshots.  Could you zoom in on them and take another screenshot so that we can see them better?


text:
Enabling GPU + CPU Render simultaneously
I note here, that preliminary support for Metal/Apple Silicon on M1/M1-Pro/M1-Max/M1-Ultra, should provide the ability to render with CPU, GPU or both.
I'm on a stable release, not a beta, on version Version 3.1.2 (3.1.2 2022-04-01).
I have GPU compute enabled in settings, however, I only see the option in Cycles render settings to enable CPU OR GPU, not both.
Any ideas?
Also, which type of workloads does CPU + GPU together improve?

If you select the CPU and GPU in the User Preferences, then switching Cycles to GPU means you're using GPU and CPU. This came in (I don't know exactly) Blender 2.8x something, if I remember correctly. However, personally I disable the CPU in the preferences on my computer at home, because the CPU slows down the render, the GPU alone is faster. My computer at work however is faster if I enable both.

I believe that the Metal support that Apple has provided Blender for 3.1 is still a work in progress in the sense that some features are missing and CPU/GPU render is one of them. Otherwise, what @GordonBrinkmann wrote.

OK thanks both. I noticed in the beta previews on YouTube CPU+GPU was supported, however maybe it was removed from the stable release.

I don't really know, but if your only indicator to suspect it's been removed is the fact that the Cycles render settings only show either CPU or GPU, that doesn't say anything. Because as mentioned before, the GPU setting means use everything that's enabled in the preferences, and if the CPU is enabled there they will both be used simultaneously. And if the PC version only shows GPU but uses both, why should it show both in the Mac version?

@GordonBrinkmann - yep that makes sense thank you

Can you run with GPU compute and see if Activity Monitor shows near 100% on both CPU and GPU?  I don't have an Mx machine to test...

you want me to test if a render with GPU only also spikes the CPU?


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Normals being weird

How do I fix the part circled in green? And why are there those red spots in the yellow circles? (I already tried recalculating the normals)

Where did your model come from? - It looks as if the topology may be very poor but it's difficult to tell without seeing your Blend file. You can share it via https://blend-exchange.com/ following the instructions there to copy the link to it and then edit your question and paste the link into it.

Those aren't by any chance holes? Are you seeing through to the other side of the mesh? ( I wonder if/why I'm seeing a Solid-Mode outline ?)


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Exporting exr/png sequence from Davinci resolve into Blender as Image plane looks flat
I want to colour match Blender render in Cycles with a image sequence exported from Davinci resolve. Here is my input and output colour space transform from Davinci resolve.
Input Colour Space: Sony S-Gamut3.Cine
Input Gamma: Sony S-log3
Output Colour Space: Rec.709
Output Gamma: sRGB
When exporting both PNG and EXR sequence into the 3D layer as image plane, the colour is completely off in viewport and rendered image. Which settings would correctly match in this scenario please?

EXR doesnt have a color space. So dont expect a match between PNG and EXR. If your PNGs are Rec.709, then with a colormanagment set to Standard, you should get the result you want.

Thanks. I was still getting a flat image with PNG sequence until I imported with shadeless in material settings for importing image as plane. by default it was set to Principled.


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Time offset in Geometry Nodes?
I'm looking for a way to time things that happen in a geometry node setup.
The idea is to have things happen sequentially. I've seen Scene Time but can't figure out how to use it to count frames for like a holdout timer.
Example: I have a rotation (Simulation Zone) that should be generated after the buildup Sim Zone and a finishing setup that should be created after it.
Setups |  (intro) > (rotation) > (ending)
Frames |    48f        120f        48f

https://blender.stackexchange.com/questions/260744/how-to-randomly-delay-animation-for-geometry-node-instances

Might this Tutorial be helpful?

Every simulation zone starts at frame $1$, therefore You can't chain simulation zones. Instead, use a single simulation zone, with multiple layers, and a switch - or multiple switches as I show in the example:


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How do I snap the 2D cursor to the origin point using python code?
I'm trying to snap the 2D cursor to the origin point(u=0,v=0) via python code.
Initial state:

Final State:

Could anyone help me do that using python code?

If you enable "Python Tooltips" in settings under Interface > Display the python command will be shown when you hover over any menu item.
If you also enable "Developer Extras" you can right-click on menu items and the context menu will have an new entry for "Online Python Reference" which will open up the Blender Python API documentation for that specific python command.

Since this was an entry in a Pie menu and you can't right-click on those I used the search menu (F3) too look it up and right click on that instead.
This lead me to this documentation which should be what you need.
Addendum
Operators always work within a certain context. For this  operator the active area needs to be the uv editor that blender knows internally as the "IMAGE_EDITOR".
Assuming you have the uv editor open you can cycle through the area's on screen to find it and store its reference in a variable. You can now use this variable to temporarily override the context through a with statement and call the operator within it. It would look something like this.
area = [area for area in bpy.context.screen.areas if area.type == "IMAGE_EDITOR"][0]

with bpy.context.temp_override(area=area):
    bpy.ops.uv.snap_cursor(target='ORIGIN')

This works, but I was only able to do it by changing context by opening a new UV-editor window by code and changing it there. How can I reference the current opened UV-editor window to do it?

I have provided a little extra content to my answer to explain how you can temporarily override the context so you can execute an operator in the right context.

The 2D cursor in the UV editor is only a visual aid and cannot be controlled by the API.

Hello, Jishnu. welcome to BSE. Before getting  downvoted, in the light of this answer, I would recommend you reconsider. This is incorrect. The UV  cursor can be snapped either via the UI, or via the API.


text:
Copy animation to another object
Hey Blender Community,
I have two models with two different animations. I want the woman to have the same animation as the man with the green t-shirt. How can I achieve this? I'm new to Blender and would be happy for any help.
Here is a video:
https://streamable.com/rv1j8o
You can download the 2 models here:
https://drive.google.com/file/d/13SzH2TMhz_qaO7zSUZ4qn6RWd2PJyj0H/view?usp=sharing
Thank you so much in advance.

do the 2 armatures have the same bones? Otherwise you'll need to parent the second object to the armature of the first object

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

Your two dae armatures have different bone names (and perhaps position and other subtle differences), so therein the challenge.   There appears to be similar structure so it might work.  I might first try renaming the bones on one or the other armature to match.  I have written a python script that you might be able to use as example (diff bone names, however), else a laborious process.  Ask and I'll post it as an answer.  Then in the ActionEditor, you can simply use the dropdown to change  'Armature.001' from 'Armature.001Action' to '_6_15_tAction'


text:
Clay strips intensity not working with symmetry
I have a problem with clay strips tool when symmetry modifier is enabled - intensity is different on the other side of the symmetry. Problem becomes more apparent the lower the intensity is.
On the attached screenshot I made a couple of strokes with clay strips and as you can see the intensity differs. Some of the strokes cannot even be visible on the other side.
I've already tried playing with different settings, but maybe I am missing some particular setting. I've also tried googling but nobody apparently run into this issue before, so I am suspecting that the problem is in my geometry.
I'd appreciate some help on this, thanks!

In case anyone has the same problem - the solution was to use the Symmetrize tool in Edit Mode:


text:
Numpad dot in python
I would like to center the view3d on a selected object, just like numpad "." (dot) do.
i saw we can use  bpy.ops.view3d.view_axis(type='LEFT') for exemple but i can't find how to center the view on an object with python.
Does anybody have an idea ?
Thanks !

Make sure you have Python Tooltips enabled in your Preferences:

That way, when you hover something to get its tooltip, it displays the python command it actually calls. So taking the example of Frame Selected which is what you are trying to do, we see this:

And thanks to Developer Extras, you can  RMB → Copy Python Command so that it copies bpy.ops.view3d.view_selected(use_all_regions=False) in your clipboard and you can paste it into any sript you want.

thanks a lot !!

Note that to use that Python command in a script, the current context needs to be temporarily overridden to provide a 3D view area and a window region, like this:
import bpy
from bpy import context

areas = [area for area in bpy.context.window.screen.areas if area.type == 'VIEW_3D']
if len(areas) > 0:
    context_override = context.copy()
    context_override['area'] = areas[0]
    context_override['region'] = [region for region in areas[0].regions if region.type == 'WINDOW'][0]
    with context.temp_override(**context_override):
        bpy.ops.view3d.view_selected()

See docs for more information about contexts.


text:
Why do armatures have two edit modes?
everyone,
I have a pretty minor question that has been bugging me for a while. When I create an armature and then press the tab key, a pie menu with three options comes up: Edit, Edit Mode, and Pose Mode. Does anyone know what the difference between the Edit and Edit Mode is?
Thanks!

that's weird, you should only have Edit Mode, what does it give when you choose Edit?

It gives me the expected pie menu of Object, Edit, and Pose:

Here is a screenshot:

I can't seem to upload another screenshot, but you get the idea.

Looks like a Bug, the armature only have Object mode, Edit mode and Pose mode

The difference is a bit subtle.  If you were to enable 'Interface: 3d Viewport pie menus' add on,  Ctrl–Tab will give pie menus in Object mode instead of changing modes:

As you can see, the top menu item is "Edit Mode" and the bottom is "Edit" as in your example.  If you have Python tooltips enabled and hover over each, you will find that "Edit Mode" toggles edit mode, but "Edit" forces the mode to edit.
This is useful with the addon, because you get the same menu in edit mode, so you can remember that 8 is the shortcut to toggle after you've typed Ctrl–Tab in either mode.

OK, that makes sense. I am glad that it is a deliberate feature and not a bug or conflict between add-ons. Thanks, Marty Fouts!


text:
Looping Animation of Falling Particles in Geometry Nodes?
I've been following Blender Guru's 3.0 Donut Tutorial and have been trying to figure out if there is a way to seamlessly loop the falling sprinkles made in Part 12. I've Googled for ways to make looping animations using Geometry Nodes in Blender and I have found some solutions using the particle system, but none that allow a looping animation specifically for falling particles in Geometry Nodes.
I'm trying to change the Geometry Node setup I made from this video to make a looping animation of petals falling to be used as a background for streaming. Is there a way to accomplish looping animations of falling particles in Geometry Nodes?
Picture of finished floating particle setup:

Blender Guru Video: https://www.youtube.com/watch?v=oA4maNXlIf0&list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD&index=12

I think this tutorial is what you're looking for - you can easily apply the methods in the video to sprinkles (rather than confetti) - https://www.youtube.com/watch?v=Au0eLbCR1v0 - (He explains the gist of it at the 1 minute mark).

Tadaaa! Here I present you the ultimate looped particle simulator 3000 for Geometry Nodes

Most video tutorials describe only the nesting/stacking of grids, when it comes to looped points in geometry nodes.
Often they are not really loops, but simply a stacking of points/planes on top of each other.I want to change that now and present you a solution where you get a "real" infinite loop.
This is of course only possible because the duration of the animation (frames) depends on the change of positions and rotations.
The core of the matter is to create the same positions and rotations at the last frame as at the first frame. This is how I would describe a real loop.
Here is the result:

Unfortunately the node tree has become a bit big, I hope you forgive me.

I'll tweak a few things, but it should give you a good starting point for now.
...and I will of course try to describe it all in more detail soon, but for now I have to leave.

Thank so much for your help! I was able to use this node tree to make exactly what I wanted! :D


text:
Major Clipping Issue With Dress
I’m new to blender. I have been facing a lot of clipping issues when creating a dress for decentraland. I tried using the transfer weights option in the weights tab in weight paint mode, but I am only able to transfer weight between the dress and the upper body or the dress and the lower body (not both), so the dress still has tears. I also tried removing skin faces underneath the dress, but the dress is open at the bottom so that doesn’t work. Do any of you have suggestions? Any feedback is appreciated.
In Blender Without Animation:

With Animation:

Applying Transform Weights:

Can't you duplicate & join the upper and the lower body as a working copy and then transfer the weights to the dress?

You could mask the part of the body with a Mask modifier for example. Also you could give a shape key to the dress in order to avoid the clipping when it happens. Also a good tuto about cloth: https://www.youtube.com/watch?v=AbyfuW5Aocg


text:
Export to format .3ds and .x Blender 2.9
I'm new to the forum here, so at the beginning I wanted to give all users a warm welcome. I am very new to using blender software. Until now, I have only used this software to overlay UV maps on simple objects made in an external program. Since Blender 2.8 / 2.9 came out, I started learning tutorials on how to model and apply materials and textures. I need them for use in external software. This is where the problem arose, because I need the files in the .3ds format and the directx .x format. These programs do not accept other formats (MALighting 3D, Christie Pandoras Box (Coolux)).
Is an addon planned for these formats? Maybe there are more people who need these formats and they will join the request for them?
And at this point, to which format added to 2.9 is it best to export the created projects containing the object, its UV map, material and possibly texture so that it can be opened in 2.79 without major data loss, and then exported to the above formats? I will be grateful for any answer. Best regards.

Hi and welcome @nasula! This site is no forum rather a Q&A site. I'd recommend take the tour to learn how this site works: https://blender.stackexchange.com/tour, also see: https://blender.stackexchange.com/help/how-to-ask

Seems there is an addon for 3ds available: https://developer.blender.org/T66329 see the first comment: https://blender.stackexchange.com/q/148176/31447


text:
fluid not crossing a vertical effector boundary
I have the "H" shaped mesh (converted from Text object) Collider Effector that is allowing fluid to pass through the verticals, but as the mesh fills the fluid never crosses into the horizontal part midway up the "H".  I tried to add another inflow inside that area, and indeed nothing is flowing.  Yet from looking at the faces I see no solid or blockage in this section.
I'm about a month into fluid simulations and believe I understand many of the impediments (Surface Thickness >= 0.5, domain substeps and particle size appropriate, etc).
I include the blend file and pray that you geniuses can smack some sense into me ;-)

Your "H" collision object needs to have normals orientated inside (red face orientation outside, blue inside) ... or your Domain is huge with very low Resolution Divisions ... or always good to Select all and Apply Scale ... or all of those :)

"Domain is huge":  Actually, it was a reduced, multiline, multi-word converted text mesh ("happy birthday someone's name" that I cut down to reduce your file size and simulation time.  "very low Resolution Divisions": I'll experiment with resolution, particle size now that the problem is solved.   Many thanks for your experience and time and keen eye.


text:
how to bake Sun Position into Sun object animation
I am using the "Lighting: Sun Position" add-on that is controlling my Sun light object position, which works and renders correctly on my local host.  However for the Sheep-IT farm I apparently have to "bake" this into the Sun light object position and am working a python script:
sun = bpy.data.objects["Sun"]
for iframe in range(bpy.context.scene.frame_start, bpy.context.scene.frame_end + 1, 1):
    bpy.context.scene.frame_current = iframe
    print( bpy.context.scene.sun_pos_properties.time )
    sun.keyframe_insert( data_path="location", frame=iframe )

However the sun_pos_properties.time is always printing the time (for frame #1), even though it is animated, and the inserted keys are also not changing.  Can some kind brilliant person give me a hint on how to complete this script?

Simpler than I thought:
sun = bpy.data.objects["Sun"]
sun.select_set(True)
bpy.ops.nla.bake( frame_start=1, frame_end=10, bake_types={'OBJECT'} )


text:
simulate an expanding galactic nebula star cluster
I am trying to achieve a galactic expanding start cluster and nebula.   I have a bit working but it seems that it is difficult to get even light throughout.  I am aware of postings like How to create a Nebula in Cycles? but they don't apply to the following details.

I would especially like the expanding Stars (Particle System Objects with emissions) to light an expanding gas cloud, driver by a central force that should expand it.   I cannot use lights if I create too many nebula, especially with light limits in Eevee.  At the moment I have only a central Point light that is insufficient to light the "smoke" from the nebula.
I have both a central force and also Normal Initial Velocities on the Geometry and Inflow objects.  Yet I see minimal, faint expansion, while I would like the gas shell to expand to approximately follow the stars that would also light it.
It seems that the Inflow object is not "adding gas" as it should.  Does Volume Emission even work?
I am also using a spherical collision object to prevent gas expansion to the Domain Cube.  Is there some way to instead use an Outflow Sphere for a superior effect?
I share my attempt:

Okay this took a bit of lighting trickery (PS light field), a strange placement and Surface Thickness of an encompassing sphere, and a back-light spot that tracks the camera.  The nebula evolves here along a 120 frame timeline:

with an assortment of colors Ramped along a density factor.


text:
How to apply the animations that uses modifiers?

I have bunch of arrayed chainsaw blades which I animated it by making it follow a curve, but when I apply the curve modifier the blades doesn't follow the curve anymore. Is there a way to apply the animation and be able to apply the curve modifier freely?

Mesh modifiers modifies the mesh. When you apply the modifier, it essentially bakes the modifier's effect as it is in the current frame into the mesh.
Aside from the Armature modifier whose armature keyframes can be read and exported anywhere, most other modifiers don't really have a way to store animation as is.
However, you can export your mesh as an Alembic file. Alembics have the possibility to essentially take snapshots of your mesh on each frame withing a range and store them.
It's the industry standard exchange format, anytime you see meshes deformed by physics simulation in a movie: it's most likely an alembic export of the actual simulation.

I didn't know about the alembic file type. Thank you, works like a charm!


text:
3D animated grease pencil brush stroke
I've been working in AE with a paint brush line that animates on and winds between objects in the frame.
I've been liking the paint brush looks in grease pencil a lot better than I've been able to create in AE but I want to be able to have the line following a path that's properly 3D, rather than on a rotated flat plane.
So is there an easy way to paint or edit a stroke in grease pencil that follows such a 3D path? When I edit a paint stroke it has so many control points that it's very fiddly to move them about. If I simplify the curve I never get it back to how it was. I thought I'd be able to apply an arty brush effect to a curve, but I can't keep all the stylus pressure settings if I do that.
Many thanks. John

I was just unfamiliar with the interface. In Edit Mode, I found if I activate the Curve Editing button, my paint stroke has fewer points and they have ease handles as well.


text:
Tilt View - Steering Wheel-Style
I'm making some dice in blender and I just want to tilt the view as if I'm turning my head.
I know there used to be a "Roll View" that accomplished this, but what's the simplest way to do this in the current version?

The Track To constraint to your Camera should do the trick

UPDATE 2022/07/12:
Hope I got it correctly. Place an Empty and parent it to the Die, while having the Die in the Origin and zero rotation.
Then Add 6 Cameras for each side of the Die (or just one for the desired side)
Parent the Cameras to the Empty

Then, while moving the Die the cameras will move accordingly and you can switch between the Cameras with Ctrl+0

You should see the planview of each side of the Die

Doing that seems to rotate the object in the space, not my view of the object.I'm looking to rotate my view, as if I'm turning my head, while the object remains fixed in the space.

Could you send me a link to a video describing the effect you want to achieve? I thought the dice moves and you want to look it as it moves.

Simply put, imagine you're looking straight at one face of a die, but the number is pointed towards the wrong direction. I just want to pivot my view so that I'm looking at it straight, with the top of the number towards the top of my screen. I don't want to move the die, I just want to pivot my view. I can click the mouse wheel and turn my view, but it just kind of orbits the object, and doesn't give a clean rotation.

Check the updated answer and let me know if that was the case.


text:
The best way to "simulate" a bed/mattress
Im new to blender and I want to "simulate" (not sure if I need a simulation for that) how a mattress would behave if you place somthing heavy (e.g. a person) on it. So I want the object I place to kind of sink in, but I guess you all know what I mean. I tried to find a tutorial on that topic but I didnt really find anything so I tried it by myself with soft body simulation but it didnt really work out. Im also not sure if I even need to simulate this or if there is some sort of modifier that can achieve the same effect if it collides with an object. Can anyone help me with this problem? If you know a good tutorial on that topic I would also be very thankful.

if soft body doesn't work maybe fake physics with shape keys that will deform the object, or take a look at Displace modifier or Lattice, like here: https://blender.stackexchange.com/questions/153177/worms-crawling-under-skin

I followed the tutorial about the Vertex weight proximity modifier from the thread u linked. I think this is definetly what Im looking for but now I have a problem with the displacement modifier. Whenever I increase the strength to >0 the mattress starts to increase its scale and it completely messes up the mesh. Is this a common problem and do you know how to fix it? And thanks for your answer, this was a big jump in the right direction for me!

Hello could you please pack the image you use and share your file (only the mattress), use https://blend-exchange.com/

https://blender.stackexchange.com/questions/51607/make-a-mesh-plane-deform-on-collision-and-stay-deformed/


text:
How to get Character from one file to another? (newbie)
So I downloaded a character and it came in a .blend file with different clothes, hairs, etc.but now I want to put it into a room, I downloaded (also.blend). So my question is, how do I take all the things I need from one scene and put it into another without destroying the folder structure and with the rig still working? I tried to export the Character and its rig as a .fbx file, but it just removed all the bones, so I can't pose it now. Is there any simple solution to my problem?
I have only a few hours of experience with blender so it would be great if you could keep it as beginner friendly as possible ;)

Open 2 "copies" of blender (run 2 instances of the same program) - in one program open the .blend file with your scene, and in the other one open the .blend file with your character. Select all the necessary parts of your character (mesh, skeleton, etc...) then copy (Ctrl+C) from the one file and paste (Ctrl+V) into the file with your scene.

Or you can use the Append function but it will be more tedious if you have a lot of objects


text:
Is it possible to set specific space area types with hotkeys?
For example, I'd like to set a custom hotkey to change a window to shader editor specifically.
The way it works right now is that you have major types of area types and you cycle through their different versions. But I don't want to cycle, I want to set a shader editor.

I know it's possible with Python, but I'm not sure if it's possible with just the user interface? And I'm not sure how would I implement a python script into my entire program if I had to, I'd probably need to code an addon?

It looks like by default you are only able to change the hotkeys to cycle through editor modes, or switch to the space if it's the only one in that space type.
However, it's really easy to make your own operators to accomplish simple tasks like this.
Switch to the Scripting workspace, and at the top click Templates > Python > Simple Operator.

Then in one of the other windows, perform the actions you want your new operator to accomplish.
You'll see in the info bar that when you switch to the Shader editor, blender is setting your bpy.context.area.ui_type attribute to "ShaderNodeTree".

So copy that line and plop it into the execute section of your operator. Before the return {"FINISHED"}. We can also remove the part bpy from the beginning, since the execute method is already getting context from the operator class.
We can also clean up the rest of the template, and get rid of alot of unnecessary stuff, to get it ready to use long term.

We also need to grab a snippet from another template, the Addon Add Object template. Copy, the part at the top that looks like:
bl_info = {
    "name": "New Object",
    "author": "Your Name Here",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "View3D > Add > Mesh > New Object",
    "description": "Adds a new Mesh Object",
    "warning": "",
    "doc_url": "",
    "category": "Add Mesh",
}

Paste into your script and edit it to match your operator. Most of it can be left blank. But it's necessary to include it to install your script as an addon.
The final result should look like:
bl_info = {
    "name": "Switch to Shader Editor",
    "author": "Your Name Here",
    "version": (1, 0),
    "blender": (2, 80, 0),
#    "location": "View3D > Add > Mesh > New Object", # Don't need to inlcude this because it's not in  menu
    "description": "Switches Directly to Shader Node Editor",
    "warning": "",
    "doc_url": "",
    "category": "Screen",
}

import bpy

class SwitchToShaderEditor(bpy.types.Operator):
    """Switches Directly to Shader Node Editor"""
    bl_idname = "screen.switch_to_shader_editor"
    bl_label = "Switch to Shader Editor"

    def execute(self, context):
        context.area.ui_type = "ShaderNodeTree"
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

Then save this file somewhere you can remember, save it as something like "switch_to_shader_editor.py". Then go to Edit > Preferences > Addons > Install, find that file and double click it to install it.
You should see it pop up into your addons, check it to activate it.
Where you set the keymap is totally dependent on what current context you're dealing with, so it's important to think carefully about where you set your hotkey. (If you set it in 3D View (Global) for instance, if you were hovering your mouse in the UV editor and tried to use the hotkey, it wouldn't work. The context matters.)
So, with this in mind, go to Keymaps > Screen > Screen (Global) and scroll to the bottom and click "Add New".
In the field where it says "none" replace that with the value from "bl_idname" in your operator script. it should look like:

Set whatever hotkey you want. Then save your preferences. Close that window, and test it out in the viewport. It should be working.
You now have your very own custom operator with hotkey!
There's alot more to cover about addon creation, but this process can basically be followed for 75%-80% of any process you want to turn into an Operator.

if this works (and i don't know)....but then Martys answer is just wrong.... ;)

I tested it as I was writing it. Marty's answer is basically the first section of my answer. Where operator attached to the current is not able to do this by default. But when you create your own operator you can basically do whatever you want.

@Jakemoyo This is similar to what I was preparing but I'm surprised it works, (and yes, it does work), because I thought setting ui_type should only work if you're already in the right space type, so I thought you'd have to make the call to space_type_set_or_cycle and then make this call.  Any idea how this actually works?

Omg you're the best! Just finished implementing this. You saved me like a good week of research and fighting basics! I didn't even know there are templates. I'm incredibly impressed you wrote it out like this. I'm going to develop it further :) Thank you so much!

@AlexM Glad to help! "Teach a man to fish" as they say.

@MartyFouts space_type_set_or_cycle() is looking for an enum of different space_types, which from what I can tell is something that is an operator that exists solely within the python realm of blender, basically an operator that makes a call to change the UI, whereas setting the context makes a call to the C end of Blender and changes the context directly. But the enum that you have to work with is predefined by the python code that makes up the UI. changing the context essentially has nothing to do with that.

The space_type arg in the method calls for an enum in 'EMPTY', 'VIEW_3D', 'IMAGE_EDITOR', 'NODE_EDITOR', 'SEQUENCE_EDITOR', 'CLIP_EDITOR', 'DOPESHEET_EDITOR', 'GRAPH_EDITOR', 'NLA_EDITOR', 'TEXT_EDITOR', 'CONSOLE', 'INFO', 'TOPBAR', 'STATUSBAR', 'OUTLINER', 'PROPERTIES', 'FILE_BROWSER', 'SPREADSHEET', 'PREFERENCES']  Which you can see corresponds directly with the space_ **.py files in the bl_ui module. So this operator seems to be built directly around these spaces.

basically I try to write the attribute in the console and if it doesnt give me a AttributeError: bpy_struct: attribute .. is read-only then I go ahead and use that in my operator lmao. :D

@Jakemoyo Setting the context is a Python operation, and doesn't call C; but since most of the UI is written in Python that's usually OK.  What happens is that the next UI update basically reruns all of the code that draws the interface, and the code simply draws the UI that matches ui_type, blissfully unaware that anything had changed since the last call.  My confusion stems from why that doesn't result in a mismatch with the space type of the area. Maybe I'll look into it later.

BUG Alert  In your execute function, don't use bpy.context.  You need to execute the code in the context that the operator was called in.  Just use context.

big brain Martyyyy, good looking out!


text:
Can I affect bones with forcefields or somehow fake noise/turbulence on a group of bones? (animating anemone tentacles)
I am making an animated GLTF model for use on the web, so actual physics are out of the question I'm afraid, and I'm stuck with armatures (I could be unaware of alternative options though).
Here's a rough test model with bones in tentacles:

Here's what type of movement I'd like to recreate:

Just calmly rotating back and forth but maintaining some form of visual consistency of the motion between tentacles.

you could use physics instead of bones, but if you use bones you could give a Noise modifier to the first bone and give a copy rotation to the next ones so that they follow?

@moonboots 1. how could I export physics into a GLTF model? 2. I also thought of noise modifiers, but I feel like that short idea alone is missing a piece of a puzzle. I don't know how I'd make the rotation act like a noise field where the tentacles clearly follow some sort of, well, noise patterns. Maybe I could somehow animate the bones with proximity based effects and move a bunch of empties around or something?

If you have only 8 tentacles, you could simply create one animation for a bone chain, then copy paste it for the other chains, change the animations a bit. To save a physic animation here is a solution but it's a bit tedious in my opinion: https://blender.stackexchange.com/questions/199610/animated-flag-loop

There's a two-part tutorial on creating robotic arms by PolyFjord here which might show you how it can be done with bones. Most of it you can skip over, but it shows you the technique in detail. Basically, you add an empty to the end of the arm and animate that with noise. The section on animating with noise is in Part 2 and starts here.

Honestly, both of your suggestions look super valid! It will take me some time to fully test their limits. I'll return with results, hopefully. Thank you!

You could also use a Stretch To constraint with noise for the top bone, would you be able to export this constraint? https://zupimages.net/up/22/24/cgnh.gif

I have solved my question with a method suggested by @moonboots and I expanded it with a script to make it less tedious. (original tutorial with the method)
Step 1: Create an edge and subdivide it. Think of it as mesh-equivalent of your bones.

Step 2: Create bones that perfectly cover the segments (use snapping to vertices; use bone subdivision for longer segments)

Step 3: Parent mesh to armature with automatic weights and disable the Armature modifier. This will create vertex groups with bone names. I also added a Pin group to hold my tentacle in place.

Step 4: You can use this script to add constraints to every bone in your armature. It will add a Track To constraint to every bone, set it to track your mesh and for each bone it will set it to track the vertex group of the same name. It assumes Track Axis: Y and Up: Z are going to work for you.
import bpy

#change to your armature's name
armature = 'Armature'

#change to the name of the mesh parented to the armature
mesh = 'Plane.001'

bones = bpy.data.objects[armature].pose.bones

for bone in bones:
    nc = bone.constraints.new(type='TRACK_TO')
    nc.target = bpy.data.objects[mesh]
    nc.subtarget = bone.name
    nc.track_axis = 'TRACK_Y'
    nc.up_axis = 'UP_Z'
    nc.use_target_z = True

If you mess up you can clear all constraints with
import bpy

#name of your armature
armature = 'Armature'

bones = bpy.data.objects[armature].pose.bones

for bone in bones:
    for constraint in bone.constraints:
        bone.constraints.remove(constraint)

Step 5: Add soft body to the mesh (or cloth--but I can only confirm soft body to allow for collisions of just edges without faces) and simulate. The bones should move together with the mesh.

Step 6: Now you can bake the animation of selected bones by using Pose>Animation>Bake Action (with checked settings from the pic) and you're basically done. From here you can parent any mesh you want to the armature.

Final thoughts
This method is vulnerable to bones rolling during simulation, I'm not sure if it's possible to do anything about it other than setting Target Z on bone constraints. Here's how bad it gets without Target Z:

Target Z fixes it, but it still happens from time to time. I tried using Limit Rotation constraints but without success.
And lastly, to make an anemone, before adding any constraints you can turn on snapping to faces with rotation and join armature and mesh copies together.


text:
How do I make my sculpture pop up when I change it to object mode?
I've been recently using Blender and I'm new to the program. I've been following a tutorial on sculpting. I create and object and I'm try to change to object mode. However, when I do It reverts my sculpt back to a sphere. It's not the same thing I've been working on. How do I can which mode I'm in also while allowing it to adjust the same object?

Hello, a screenshot or two showcasing the problem would be helpful here

are you using the Multires modifier? In that case, in this modifier, make sure that the Level Viewport is as high as the Sculpt Level. If it's not your problem, maybe show some screenshots or share your file: https://pasteall.org/blend/

That was it! Thank you so much! I appreciate it!

You are using the Multiresolution modifier, which creates virtual topology. In this modifier, make sure that the Level Viewport is as high as the Sculpt Level, otherwise you won't see your sculpting:


text:
How to stop the new OBJ importer/exporter from printing to console
I would like to stop the new OBJ importer/exporter (bpy.ops.wm.obj_import()) from printing to the console. Previously with the old OBJ importer/exporter (bpy.ops.import_scene.obj()) it was done like this:
from bpy_extras.wm_utils import progress_report
setattr(progress_report, "print", lambda *_, **__: None)

However this doesn't work for the new one. Is this possible to do?

Hi. I have tested bpy.ops.wm.obj_import in Blender3.3-alapha, and it only printed 'Timer 'OBJ_import' took 100.6 ms' to the console. What version are you using?

I'm using version 3.2. When I use the importer, I also only get the Timer message, but when using the exporter, I get the Timer message and "Writing to export_path"


text:
Transparent Fac showing black in Render
I run randomly mid in my work to a problem, where i don't know the cause of. In the Viewpoint shading it works like it should: If the Fac is on 1(with Transparent BSDF) it is hidden, but after a while, it randomly stoppen "working"(And i really didn't touch anything else except keyframing the Fac to make my animations. This problem somehow occours only on this Stick[Cylinder]. On Text, it hides fully like it should.) and showing in Render a Black Fade, but the Animation after works fine. Also this blacking on the sticks only appear in the Box, outer it is Transparent how you see it in the pictures below. Still the Text ain't blacking in the box(Didn't include the Text in the pictures now):.

PS: The Settings and Shading is the same as the Text is, there is no difference, also it worked like it should, till it randomly started doing this.

Found the issue: The Box was set to: Blend Mode: Alpha Blend, while it should be Opaque, this caused the Stick to black out, Still im wondering why the Text didn't had any problems.


text:
Macro in blender? Quick way to set 1 hotkey for "Rotate 90 degrees" in UV editor?
Anyone knows how to set a single hotkey for "rotate 90 degrees" in UV editor?

Rotate once then use Shift+R? If aligning rotation to another island then possible with UV Align Distribute addon.

I don't think there's a built in way to do this, so a while ago I created an add-on called UV Rotate Shortcuts.
This adds Shift+R and Ctrl+Shift+R to rotate the selected UVs by 90 degrees or -90 degrees respectively.
The rotation amount can be customised in the add-on's user preferences.

Dude, I am not 100% sure, but I think you have a problem in your git package: the "UV Rotate.py" file should be called "UV_Rotate.py". I could not find it in "User Preferences/Addons" untill I renamed it. Afterwards I also changed the code on line 100 to make "UV Rotate" into "UV_Rotate" in order to make things work. I might have made a mistake somwhere, but that is my experience. In any case, now everything is working and I am very grateful to you.

Yeah, one more thing. Your action does not register as a reversible command, so sometimes one can get into trouble with Ctrl+Z-ting, but otherwise, man, where have you been all mah life? :)

@cubrman I've now updated the add-on to allow undoing. This was a silly mistake on my part. As for the renaming, people have been known to have trouble installing the zips downloaded from github (not just with my add-on). Unzip first, if that's what you did, and just install the .py.

I did unzip, and copied the .py in the required forlder (Win PC), for some reason Blender did not show the addon in the list. Anyway, thanks for undoing!

Ok I can confirm that now everything works without any renaming and you can successfully undo rotation commands, thanks man!

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


text:
Animated Screw Modifier has different results in (render) viewport and rendered version
Hello blender community,
I am playing around with the screw modifier for the first time. My aim for this test is to create a very simple loading animation.
Start point is an edge. With the screw modifier I can create different shapes (triangle, square, star, etc.) by increasing the angle over time. This is the whole animation (the pentagon around the star is another object I don't want to talk about, as it's unimportant for the problem [as I think]).
However. In the viewport (no matter whether solid or rendered) it behaves as expected. The shape in the middle of the frame I rendered in the following picture for example were a star originally (actually I wanted to show you a pic of the expected behaviour (in solid view), but thanks to the reputation system I cannot add multiple pics).
So for some reason I don't know the final render result is NOT the expected star, but this:

Are there any ideas out there how this can happen? There are no more objects that might be hidden in viewport and rendered later.
Blender file:

I am thankful for every help and wish you a good day
Jaspa

Upload blend file to: http://blend-exchange.giantcowfilms.com/

Alright, I am dumb.
The problem was the different between "Steps" (5) and "Render Steps" (16) in the modifier. That lead to a different result after rendering, ofc.
Still thanks to LukeD for the tip how to upload files.
Greets
Jaspa


text:
How was that render created with Tissue add-on?
So the makers of the Tissue addon for Blender (for Tesselation) have uploaded this picture on their website co-de-it.com under the topic of the "Dual Mesh"-Functionality in Tissue:

Since I am fairly new to Tissue, is anyone able to explain to me how this could have been produced?

The developer, @zompa84, briefely explain the tools he used in this post on Blender Artist .

Thank you for that reference, I did not find this thread.

As the developer of the add-on (zompa84) briefely explains in this post on Blender Artist, he generated the mesh...

... with displace and decimate (with vertex group for get density variation)...

So, starting from a heavily subdivided Icosphere basemesh, you could enter weight paint mode and start tracing some cliffs upon the surface. Notice how the decimate and the displace modifier are both using the weight/vertex group we are paintinting on.

Then he continue by using...

.... Dual Mesh for create polygonal texture based on tris/quad faces

At this point we should apply the modifiers in order to run the Dual mesh coommand you can find in the lower section of the add-on panel. An explanation of what a dual mesh exactly is, from the same author, can be found here.

Last step is to use...

...other modifiers, like wireframe

To achieve a variance between the thickness of the hole, I suggest to feed the Wireframe modifier with the vrtex group as we already did in the previous part. I also disjoined all the faces by selecting all the edges and runnning the "edges split" command you can find in the edge menu (Ctrl+e) to achieve a multiple-ring look.

Sorry for being lamebrained, but can you explain just a bit further how you did the step to produce the "multiple-ring"-look?

Certenly, I didn't went deep in that because I was not sure about it and it was not the main subject of the question. Let me know if now its more clear what I mean.

Using your method, I got more separated "edges", but I also have the "glitchy-looking" rifts that you also have on your newly added picture, where the original edges are.

That's exactly the intended purpose of the method. In my opinion, you can find the rifts also in the reference image, and what I presented is my wild guess on how them were made. I see "several intersecting exagonal  doughnut"  rather than a continuous surface.

Yeah you are right, I just did not notice the rifts in both the source image and your finished one. Thanks for your help!


text:
How do I fix these strange glass lighting artifacts?

I am a beginner.
How should I go about fixing this peculiar lighting inside my glass cube in this instance. I just used a normal glass cube and applied cycles to render glass materials to it.

what do you want to fix, exactly? Inside the glass you will see reflections and refractions of the scene you prepared, so, to modify it, you'll have to modify the scene (and maybe the lighting and the roughness of the glass)

Its hard to tell exactly what "artifacts" you are talking about.  The render looks like it should to me.  If you are talking about the black patches, those are just reflections of the (black) environment.

Use a solidify modifier. When I was a beginner I used to make the mistake of thinking that glass would only be applied to the mesh and not the entire volume.


text:
Make Particles go INTO an object
i would like to make an "Charging effect", for that i want an particle system to emit particles from outside, where the particles accelerate to the emiter, also i would like to know how i could make an "Particle zone", where i can set up the area where the particles from outside gets spawned to, like i don't want the charge effect come from the down side, how would i do that?

Make a object for the particle emitter, this will be the area where the particles are spawned.

Create a new particle system - emitter

Change physics to Boids

Under Boids brain remove all default options and add "Goal"

Set target object as the goal

play with particle lifetime and movement values to get good results

this is not working. can you add a screencast that show how to do it?


text:
Why after i apply armature modifiers pose mode not working?

I create model
I create armature
I paint weights
In pose mode model move with bones

When i apply armature modifiers (need to export model) in pose mode model not move with bones. Why?

Where do you need to export the armature to?
In general, you dont need to apply the armature modifier to export to another software.
If you want to use the animations in other engines (for example UE), there is actually a lot you should pay attention to.
Worth watching would be
this video and the following in the playlist.

if i not apply modifiers model curved after import https://blender.stackexchange.com/questions/259145/why-export-to-gltf-doesnt-work-correctly

authors: Иван Александров


text:
my render is cropped
since version 3.0 some of my projects start to make a kind of cut in the upper and right edges of my render (visible in the example image), this doesn't happen in every project but when it happens it's very annoying because I don't know how to solve it, in this case the background is transparent but when I use backgrounds and the image is a png, the area is tanparency

Your object may be too large, try scaling it down.

pls provide blend file


text:
How to get mixamo character to continue falling down and not hit the ground in blender
I have a scene where I have a mixamo character running then jumping off a building. Instead of the mixamo character jumping and hitting the ground I would like for it to actually continue falling down without hitting the ground. For some reason I managed to get it working before by moving the building up higher away from the floor axis and the character kept falling down. Now since I restarted my animation over its not working anymore. Any idea how I could get it working. Thanks.

How about make a hole in the ground?

"Normally" you can move the whole body with the hips bone of mixamos rigs.
So select the hip bone (delete all keyframes of z in that falling area), go to the frame where it should start falling, press I and move your timeline where the end of falling should be and move the hip bone downwards as much as you like:

Thanks so much Chris. You've really been very helpful to me and save a lot of my time trying to figure it. You've answered my previous question that I posted as well and I am thankful for that. :)

@Alphanum3ric Please don't reply "Thanks" as an answer or comment, instead upvote the post that helped you. If you feel it completely solved your issue consider marking it as accepted.


text:
How to combine a object to an mixamo character animation in blender
I created an animation in blender using mixamo character. The animation consists of three animations combined. Walk, Run and Jump. After completing the mixamo animation I realized I forgot to add a backpack to the mixamo character, but when I add the backpack and click animation the backpack doesn't stay on the character. Is there a way to join the backpack to the mixamo character without messing up anything. I am using Blender 3.01. Below is the image.

move your backpack where it should be

(sorry for taking this simple box - i am lazy)

select your box

shift select your armature

go to pose mode

now select the bone which should be the parent of your backpack - now this depends how you want it to look...but i chose this one here:

press CTRL-P -> Bone

Wow. Thank you so much. It worked. I saved so much time thanks to you. Bless you. :) @Chris

you are welcome


text:
Noobie dealing with sculpting artifacts
Not sure exactly how to explain the problem, but when using particularly deflate, smooth, or slide relax, even with dyntopo on I get shiny artifacts, usually lumps with deflate, and longer strips with attempting to smooth a surface that was fine. Wondering what is causing this and how to avoid or quickly clean it up.

What blender version are you using?

Currently on 3.0

Can you supply your .blend file?


text:
Why does my Bevel create nonsense at object corners?
I'm making a plastic shroud for a magnet, to use for a running bib. (This is the piece which would go on the inside of one's shirt.) It's sort of an hourglass shape, extruded in Z, with a disc removed for where the magnet will sit. So far so good!
I'd like to bevel the edges on the side of the piece which will face the wearer's skin or undergarment, and that's not going so well. The edge bevel is fine, but at the corners, I'm ending up with a lot of extra nonsense mesh I didn't anticipate.
Am I missing a switch which would give me the corner I (so obviously) intend??
Before beveling:
After beveling, with my bevel option selections still visible:
After beveling, rotated to make the nonsense mesh more obvious:

Firistly trying to bevel an object that shape is always going to give problems, definitely not helped by the fact that your second images shows that you've got 32 segments on it! Try reducing it to 3 maximum on that shape. Also check in Object mode that the Scale is applied (Ctrl-A > Scale) and you really need to get rid of most of the edges on that flat surface to give you any chance of success. - They'll screw up the bevelling too.

The problem is the topology, (partly arising from the Boolean). ... Is this the sort of thing you're after? By modelling instead of cutting, you can get the topo to flow with the form.


text:
Subdivision modifier difficulties
I'm trying to smoothen the rough edges of my model using the subdivision modifier but it's being very difficult. Some places it goes all wonky and I don't seem to have any control over it. What am I missing? How to I get rid of those crevasses?

https://blender.stackexchange.com/questions/3199/why-does-subsurf-modifier-cause-weird-deformation-at-the-end-of-a-cylinder/

Adding to @DuarteFarrajotaRamos's link, you have tons of N-gons in your geometry. Try to make them all nice quads by adding edge loops and try to keep the amount of triangles low and only where you can't avoid it.

It's because of the topology. For Sub-d modeling topology is very relevant (wheras if you model hard surface without sub-d, just using bevels, you can get away with N-gons in flat surfaces). You probably used a boolean there, and joined pieces toghether, but you have to clean that topology and make it all quads before using subdivision otherwise all sorts of artifact like those or worse will occur.
You can see in that model, the only part where there seems to be a smooth angle is where the edge lines connect with the ones from the other plane (in the rest of the model they are discontinuous).
Before you retopologyse I'd recommend you watch a couple tutorials on retopology so you don't have to retopolgise it several times like I did when I was starting.
Now if I can give you a couple tips for sub-d modeling is just keep it as simple as possible and let the sub-d add the rest of the geometry. That mesh there, besides needing to do away with all those loose vertices it is also too dense for that shape. You can always control the way it subdivides with creases, but all of those edge lines there on what seems to be a flat surface, they don't help but actually complicate. Just stick with what changes the outline (ant the least possible, ie. an exagon makes a circle when subdivided) and do away with the rest. Also use control edges and avoid poles on skewed surfaces (You'll need some poles to increase/decrease mesh density on certain places but make it on the flatest areas possible).


text:
Modeling, why do surfaces look curved?
There is an unnatural shadow on the surface and it feels very strange.
It feels strange even with a smooth shader, and it feels strange even when displayed with a flood shade.
The direction of the normal is correct, and the only way to improve this is to redraw the surface.
In the image below, the surface appears curved and there are unnatural shadows.

The image below is the pattern with the surface reattached.
Unnatural shadows are gone.
However, it is difficult to apply this to all aspects that feel uncomfortable.

This is the smooth shader version.
Still feels strange

There are many faces, edges, and vertices here. As a result, I thought it looked strange and that there was a shadow, but when I compared other parts of this mesh, I found that the same phenomenon did not occur.

What is the reason for such an event?
I don't want to use a subdivided surface because I want to eventually bring it to the unreal engine.
if you'd kindly teach me.

Go to Object Data Properties > Geometry Data and click on the button Clear Custom Split Normals Data. I do not know how you created the custom split normals (there are different possible ways), but once you got rid of them the shading is back to normal.

thank you ！！Learn about custom split normal on your own

@vectorman What do you mean by "learn about custom split normal on your own"?


text:
.data.vertices returns an empty collection in Edit Mode
Why does a mesh object return an empty vertex collection when in Edit Mode? As you can imagine my forehead is a bit bloody from this noodling and want to understand why the following access to data.vertices is dependent on mode.   Here you see the same print statements before and after the editmode_toggle:

                bpy.ops.mesh.primitive_plane_add( size=sizeR, location=locat, scale=(1, yScale, 1), enter_editmode=True )
                bpy.ops.mesh.select_all( action='SELECT' )
                bpy.ops.mesh.subdivide( number_cuts=12 )
                # randomly select a portion of the vertices and move them along the Z axis (to create shadows)
                obj = bpy.context.active_object
                print( str(obj.data  ) + " vertices=" + str( obj.data.vertices ) )
                bpy.ops.object.editmode_toggle()

prints:
<bpy_struct, Mesh("Plane.008") at 0x000001FFE8F782D8> vertices=<bpy_collection[0], MeshVertices>
<bpy_struct, Mesh("Plane.008") at 0x000001FFE8F782D8> vertices=<bpy_collection[196], MeshVertices>

i.e, an empty collection when in Edit Mode, but a complete set of (196) vertices in Object Mode.
Thanks for any insight.

A "snap shot" copy.
When entering edit mode, blender takes  a "snap-shot" object mode copy of the mesh.  (Differs from accepted answer, as AFAIK this is not a bmesh)  Any referencing of the mesh while in edit mode will be values of the copy.  The edit mode manipulated mesh is written back to the mesh when exiting edit mode, or via Object.update_from_editmode()
The question code is adding a new object entering edit mode via the operators enter_edit_mode property, in which case it reports the 0 verts.. of a new mesh object with no geometry.
Had we added the plane primitive in object mode, then toggled into edit mode and subdivided would report 4 verts (the unsubdivided plane pre edit mode)
updating the mesh from edit mode, eg inserting this line
obj = bpy.context.active_object
obj.update_from_editmode()
print( str(obj.data  ) + " vertices=" + str( obj.data.vertices ) )

would update the mesh and print 196 vertices.
Avoid edit mode.
In many cases can avoid edit mode completely.
My rule of thumb would be, if there is no need for the user input to select specific geometry there is probably no need to bother with the mind numbing overhead of numerous & repetitive bpy.ops.mesh... calls.
Avoid unnecessary operations.
A 12x12 cut subdivided plane is a 14x14 grid
>>> bpy.ops.mesh.primitive_grid_add(
...         x_subdivisions=14,
...         y_subdivisions=14,
...         )
{'FINISHED'}

>>> len(C.object.data.vertices)
196

instantly replacing all code in question.
Use bmesh.
If edit mode selection is required would recommend the use of a bound edit mode bmesh, bound in that it is tied to the edit mode mesh and any changes to selection or geometry  via bpy.ops.mesh... are instantly reflected by the bmesh data.
Have answered numerous questions and titled them bmesh script, so in no particular order  https://blender.stackexchange.com/search?q=user%3A15543+bmesh+script

When you enter edit mode, the mesh data in obj.data is copied into a BMesh (a representations that takes more memory but is good for editing operations). When you exit edit mode, the BMesh is coped back into obj.data.
So if you're looking at obj.data, you won't see any changes done in edit mode until you exit edit mode. Also any changes you make to obj.data while in edit mode will be lost when you exit edit mode and they get overwritten by the data coming from the BMesh.
In short, if you want to operate on obj.data, always make sure it's not in edit mode first.
If you want to operate on mesh data in edit mode, you can instead get the BMesh for a mesh with bmesh.from_edit_mesh(mesh) and work on that.

Kinda makes my head explode, but your answer gives reasoning.   Worse, I need to invoke bpy.ops.mesh.select_random() from Edit Mode, but needs aVertex.select = True/False from Object Mode.  Where's my mouth harp?!

You can select a vertex with bmesh. https://docs.blender.org/api/current/bmesh.types.html#bmesh.types.BMVert.select_set


text:
Animating a character with actions from several armatures
I'm looking for your input/experiences/suggestions using armature actions built for one rig on a different rig.
I have characters -- and related armature actions -- built from various techniques such as:

maximo (walk & jog cycles, for example)
DAZ imports (some custom-built actions like an arm_stand)
MB_Lab (some custom-built actions like riding a bicycle)

I now want to somehow mix and match in a scene that uses some of these characters, for example when an MB_lab and maximo character walk together side-by-side, mixed in the NLA editor.

I can think of several strategies that could send me down the worm-hole:

Add additional/dual armatures as parents to a given character with Automated weights for when I need to apply an action that uses an given armature.
use python to convert action bone references from a foreign rig reference to the characters rig reference.

TWO ARMATURES:
If I have more than one armature as parents to a given character,

I'd be sure that there are no duplicate bone names, so the Vertex Groups are unique for Automated weights.  Armature1 would have "foreArm.fk.L" while Armature2 might have "L.foreArm.fk".

When I need to apply an action that uses an given armature, I might have to disable one or other armature modifiers during a range of frames, or might have to temporarily change VGs vertex weights (ouch!)

PYTHON ACTION CONVERSION:
The python-conversion approaches would convert Action bone-references from one armature type to another, with bone-to-bone mappings.   This would be complicated by converting actions that use IK in one armature to an armature with no IK, or perhaps easier to add IK to an FK-only armature (maximo).  There might be other side-effects or poor animations where one armature has twist and other auxiliary bones.
### set up replacement patterns
def initrep( rep, baseName='' ):
    rep = [ [baseName, "", 0 ] ]    # get rid of basename
    rep.append( ['Pelvis', 'torso', 0 ] )
    rep.append( ['Head', 'head', 0 ] )
    rep.append( ['L Thigh', 'thigh_fk.L', 0 ] )
    rep.append( ['R Thigh', 'thigh_fk.R', 0 ] )
    rep.append( ['L Calf', 'shin_fk.L', 0 ] )
    rep.append( ['L Foot', 'foot_fk.L', 0 ] )
    rep.append( ['R Calf', 'shin_fk.R', 0 ] )
    rep.append( ['R Foot', 'foot_fk.R', 0 ] )
    rep.append( ['Toe01', 'DELETE', 2 ] )
    rep.append( ['Toe11', 'DELETE', 2 ] )
    ... etc ...

The usual way is to perform a "Retarget" operation, so that an animation built over an armature is transferred to another armature; changing names of bones and armature modifier is not enough, because also differences in rest pose of the 2 armatures have to be taken into account, expecially rotations.
There are many ways to perform a retarget, both manually or using addons, the most popular is probably AutoRigPro.

Looks like an affordable winner.


text:
Is extrude face along normal that can be done in edit mode also possible in geometry node?

I would like to create the right side of the attached image using a geometry node.
However, the geometry node's extrude mesh must be executed by selecting one of the three types: "face", "edge", and "vertical", so the extrude mesh shown on the right
I think expressing the mesh is difficult.
This is my first post, but I would be happy if someone could show me the node tree.
I would also be happy if you could tell me how to implicitly calculate extrude face along normal.

link italic blender* code

you can extrude the way you indicate using geometry nodes. but to do that some rules about selecting the initial faces are needed. do you have such rules?

do you mean like this?

Just use selection for only one face, e.g. by index (or normal or whatever)
and this is how you can extrude along normal:

and this is a nodetree example how you can select via direction:

Note: Dot product is near 1 or 1 if the direction of two vector are the
same or nearly the same.

I guess since the question asks for getting the result on the right side of the screenshot, first of all I would turn off Individual in the Extrude Mesh. Apart from that the setup where you extrude the single face would do what is expected (at least if he does not want the "Even Thickness" option of the original tool). The Normal node is not even necessary, at least in my Blender it uses the normal by default. Now he only needs a good way of selecting the desired faces.


text:
Geo node: I want to use the rotation of object info
I created a tooth mesh using a geometry node.

This was created with the meaning that the teeth can be moved freely by editing the external mesh line.
However, it doesn't rotate as I expected.
This is because the rotation of the plane is not reflected on the teeth.

I thought about reflecting the rotation of the plane with a geometry node.
However, I extracted only the x-axis of object info's rotate, but the value is 0. What the heck is going on?

Ideally, when the plane rotates, the teeth also rotate in the same way individually.
You may be wondering why I don't apply a geomtry node and rotate it as a mesh, but I'm sorry, but I want to control this tooth with a mesh line.

When I click on the object "Plane", the Translation data says it is located at (0, 0, 0) and rotated (0°, 0°, 0°). And that's the values you get from the Object Info node with the Location and Rotation. This is object information, how you manipulate the mesh in Edit Mode is irrelevant for that node (well, not completely - if you instance something on the vertices, their locations will be used). But vertices themselves have no own rotation, only position data relative to the object they belong to.

I do not understand your problem: when in Object Mode I am rotating around X axis the object named "Plane", I can check that the value displayed by the Viewer node is no longer 0. Your second picture let me think that you are rotating in Edit Mode. But the Object Info node output sockets are providing transformations in Object Mode. As Gordon explained, rotation in Edit Mode is changing vertices, not the global transformations of an object.

@StefLAncien That's it exactly, as I said his object is not rotated, it's just an edited mesh.

Thank you, everyone. I understand that object info node is information in object mode, not rotation in edit mode.


text:
mdd file does not work geometry node in simulation node
YouTube reference for this technology
https://www.youtube.com/watch?v=TGDlSl7QGTM&t=491s
This flow involves rewriting the fluid mesh created with the simulation node of the geometry node into an abc file, rewriting the rewritten abc file into an mdd file, importing the mdd file into the abc file, setting keyframes on the mesh, and importing it into Unreal Engine.
The mesh you want to import.

However, if it is a geometry node that does not use a simulation node, the mdd file works fine,
but if it is a geometry node that uses a simulation node, the mdd file gives an error.
What on earth is going on?
This is a simulation node

This exports the geometry nodes to an abc file.

This is importing the exported abc file into Blender.

This is exporting the imported abc file to an mdd file. An error occurs at this point.
This original mesh has a simulation node inside the geometry node, so it seems to be causing an error.
Because it works fine without using a simulation node.

And this is the ideal way.
When the mdd file works correctly,
keyframes will be created on the mesh in the abc file.

In my opinion, mdd files are files that write out the animation of mesh vertices, so I feel that files exported by simulation nodes do not have keyframes because the vertices are generated for each frame.
Is there any solution?
If it were possible to add keyframes to meshes using simulation nodes, I think there would be more freedom when transitioning from geometry nodes to game engines.
Please lend me your wisdom.


text:
Bake missing in Blender 2.83
I'm new to blender, and I'm trying some basic water sims.
I can't see Bake in the UI anywhere, and I've been looking for over an hour...

Any ideas?

If you want to bake your simulation you need the Physics properties > Cache > Type to be set to either modular which allows you to pause the bake in between and resume it or final which does not allow these options.
If its set to Replay simulation will be baked using the timeline itself and no "Bake" button will be present. (You will need to start from frame 0 to reset the simulation)

Many thanks, I'm just starting out. It's magnificent but the learning curve is steep.


text:
Import of fbx models
Could anyone shed some light as to why when I import a model done in  Mcad software and then converted to fbx it comes into blender more or less exploded into various parts, same happens if I try DAE  see  attached screenshot. The hydrauic cylinder should come in as fully assembled.

This has to do with your export settings in that software. Blender doesn't do much to an FBX file on import, unless that file had animations built-in.