text:
adding initial velocity to rigid body with cell fracture
I have a raindrop (active rigid) object that falls and hits a rock (passive) object, and splinters into 10 pieces ( using cell fracture add-on).

I made one rigid body ( passive ) and one rigid body (active) breaking into 10 pieces upon impact with passive object.

Problem:
I want an initial velocity pretty high.
Possible solution:
I was able to successfully make a solid (non-splintering) test rigid body object speed up with this tutorial.
https://www.youtube.com/watch?v=LGIbSlbOpE4&ab_channel=EngMorph
But when I tried exactly the same method (keyframing at 2 frames, the location and toggling on and off Animated at Frame 1 and 3) with the cell fracture object, it does not work. It just starts at zero speed.

@Chris I understand that ingratitude is indeed a great sin, and I do not blame your distaste in helping someone whom you have concluded is ungrateful based on a limited information about the person over the Internet. Contrary to what you think, I am grateful for every user's helpful input, but I do apologize for my minimal level of interaction on my question posts which so offended you and probably others. I appreciate your feedback here. I have taken it, and will be interacting with other users more.

pls give us a bit more information or provide your blend file. We need to know when you set what values to your keyframes. So when did you set the location keyframes (at what keyframes) and when did you set the animated flag?

Sam I'm on an older version here and can't load your file, consequently I'm still somewhat confused as to exactly what it is you're trying to achieve.  Is it that you not only want the striking object to have plenty of velocity, but also to deform on contact?  Or is the cell fracture object you want  deformed on contact?  i.e. just before it shatters?

Deforming on contact (breaking into pieces) should be taken care of by the cell fracture tool.  What I wanted is the starting velocity of the entire object, which doesn't work with the the way the tutorial link showed it. But the closest workaround is the Rigid Body World Gravity under Scene Properties, I found.

So at the collision frame you want the cell fractured object to be propelled some distance as a whole before breaking up, or is it the broken segments that haven't got enough initial velocity on impact? I use cell-fracture often and your problem (and how to tackle it) is of some interest.

Update:
after i downloaded your file, there were some strange things going on, i cannot explain why these things happen, but on my machine in my Blender version i could make it work this way:

turn off rigid body world (if i didn't do this, i couldn't even set location breakpoints the way i wanted because it jumped back always - although i cleared the cached rigid body world)
set keyframes for location + animated as you know it
turn on rigid body body world  -> now your described thing happens: the speed won't taken into account
change shape to mesh and it will work

here is how it should work:
keyframe animated, keyframe location (at same frame), keyframe location at later frame + animated, keyframe animated off at frame + 1

This is my blend file, with the rigid body(passive) object, and the rigid body(active object) with Cell Fracture effect to it, which shatters into 10 pieces upon contact with the passive object. Thank you for taking a look: https://drive.google.com/file/d/1G1aXiY5A8G6DrCZE4TFa_Y6qYgCRCXPg/view?usp=sharing

That method seems only to work with an object which does not deform with Cell fracture. I have tested with a regular rigid body with Animated toggle in subsequent frames to give it initial speed, and it works fine. But not with cell fracture objects, which simply starts again at zero acceleration. The closest work around I found is to crank up the Rigid Body World Gravity under Scene Properties.

i updated my answer. i cannot retract my downvote of your question because Blender SE won't let me until you make an edit to your question. This is just one of many silly rules Blender SE has. Sometimes i think the guys who made the rules never spent 30 secs thinking about their own rules - but they love making rules.


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Mesh objects in array modifier not evenly spaced when adding a curve modifier?
I'm trying to make an ammo belt using an array on a curve. When the belt is in a straight path, it looks good to me, but when it curves on top, the distance between the bullets is longer than it should be.
Is there a way to keep the distance between them equal? The bullet is parented to a plane and I'm adding an array modifier to the plane.

Hello and welcome to BSE. I have tried your setup and it works https://snipboard.io/0pifhZ.jpg so can you perhaps share your blend file https://blend-exchange.com

I just did. Please, let me know what I an do about it.

I don't see the file. you have to edit your post and paste in the provided link to your file or just give us the link to the file. it's not automatically linked to the post.

the spacing is because you parented the bullet to the plane and used the plane for array and put on the curve so the spacing is following the size of the plane instead of the bullet. remove the parenting and directly use the bullet as object to array.

instead of giving the Curve modifier to a long plane, give an Array + Curve to a square plane, enable its Instancing > Faces, parent the bullet to it, and you will have a regular gap between the bullets

The curve along which you are deforming is not where it appears to be. In its Data tab, Geometry panel, it is carrying an 'Offset', with the result shown on in green on the left, below.

The plane-array is being deformed along the actual curve, before offset, shown in the middle, above. The plane-origin is offset from the curve-origin to compensate.
But that means the array elements are offset outwards along the curve's normals, which splay as the curve turns its tight corner. If the plane's origin was on the curve, as shown on the right, the array-elements would be evenly spaced at their centers.
But that arrangement would be in the wrong place for your model.. the answer will be to edit your curve so it's on your desired path without an offset, and the plane's origin can be on the curves's origin. Then the plane elements will be evenly distributed at their centers.

source: Stack Exchange

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

sort: votes


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Is there a way to restart a modified addon without restarting blender?
This was answered 10 Years ago. Unfortunately, it doesnt work anymore.
It should be a simple console command:
bpy.ops.script.reload()

However, it only reloads the __init__.py from the addon, all other files are not reload. Also, deleting all files in the __pycache__-folder doesnt help. I still have to always restart Blender, which makes developing multi-file addons pretty tedious.
How can you do it?

Do you know the workflow from within vs code using Jaques Lucks vs code addon?

@Leander No, my workflow is gedit and blender.

Note: You can use the little apostrophe looking symbol on your keyboard (usually on the same key as ~) to denote code and things you don’t want formatted in StackExchange and GitHub. Here, the double underscore surrounding init has been interpreted as instructions to make it bold. Add the apostrophe thingies on either side to fix this.

@TheLabCat Apostrophe/SingleQuote (0x27) didnt work.  0xB4 (Acute) did at least not remove the underscores.

@leander zero width spacer works. Those are filenames, not commands.

According to https://projects.blender.org/blender/blender/issues/78500 There is a recent confirmed bug with the reload()-function.
Script that execute a __init__.py dont seem to reload imported modules. This seems to be exactly the issue here, as my changes wont get updated with the mentioned bpy.ops.script.reload().

IMHO the best workflow is using VS Code https://youtu.be/YUytEtaVrrc?si=EDHIYLyLaS86M-f1 but this ones for Windows. However VS Code also works for Linux. Then I made myself a reusable addon template repository https://github.com/hkunz/blender-addon-template

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


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Using a Shader Node Mask to Slice Geometry or Create Spline
Is there any way to use my shader nodes procedural mask to slice another plane?
I have a procedural texture that makes different leaves in shader nodes on a plane.
I don't want to have to reimplement this in geometry nodes and have to link the parameters, so I was thinking this would be an easier solution for cutting out the leaf and the vein structure.
The edge mask.

The vein structure.

To be clear I know I can use a grid to delete vertices outside my image as in this video.
Turn 2D Images Into 3D Objects In Blender 3.2
However the end result won't follow the outside of my mask exactly.
I suppose I'm really looking to turn this into a curve I can fill.
I can import my image into Inkscape and stroke a path that way but I really wish there was a workflow that remained in Blender.
FINAL EDIT:
I decided that all the work was probably not worth it. I baked my original shader to another subdivided plane and used the leaf outline mask to control my transparency.
The final plane.

My node setup.

The final result.

Do you need to do this procedurally, or is a one time operation like "Trace Image to Grease Pencil" enough?

I'm really just trying to streamline the process. I'll be making 4 or 5 different leaves for just the first plant I'm starting. Then I'm manually damaging them to get some more mileage out of each leaf and then I'll have to bake my textures and make vertex groups for the cloth simulation. I'd like to automate the geometry in lock step with the shader to save the repetition and move onto the artistic portion.

I decided baking my texture to a subdivided plane and controlling the alpha with my leaf mask was more than acceptable. I'll post an image and explanation in the original question explaining.


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Resample Curve Clears Tilt
I have a cluster of generated splines made to look like plant stalks. They are instanced on points and then I set their individual properties. In order for me to set the curve radius I have to resample the curve, but this breaks the tilt of the spline points.
If I don't resample the curve it sets the radius of all points.
Without resampling the bases point away from center, but set curve radius does not work.

With resampling tilt is incorrect but curve radius works.

Apparently my problem was I only had two control points... spline resolution doesn't affect the number of control points. I subdivided my bezier instead and that solved the problem.


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How To Get Per Face Images Without Explicit UV Image
I'm trying to get the image to repeat on each face it is assigned to instead of stretching across all of the faces without going in a pasting the same image in the image texture for every button. The button panel is its own object, each top is assigned the same material, and the sides of the buttons are assigned another material.
I know I can stack the button top UVs on top of each other, but I don't want to generate separate maps for the top and side. This seems like it should be an easy thing to do in nodes or a simple setting in the material I'm missing.

You could select all these faces and press U > Reset, they will overlap

Yeah sure. That does work but it also squares the side UVs. I suppose this is the simplest thing to do and I'll just go forward with that although getting the side UV's to be conformal and overlapping would be another problem.

Weren't your buttons an array, anyway? That's one unwrap  for the array-element (default looks fine, here) and then apply, if necessary?

I mean I'm dealing with the same problem with another piece of my model. Unless I split off into separate objects or create separate UVs it won't work. I'd like to just be able to scale the image within the separate faces.


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How to change the scale of each bone?
I would like to change the bone scale for a material. I want to change the specified bone to scale -1 for XYZ as shown in the video below.
I have drawn a script to try it out as shown below, but I can't figure out how to change it to a negative scale.
import bpy

rightbonelist= ['rightshoulder_bb_', 'rightarm_bb_', 'rightforearm_bb_', 'righthand_bb_', 'righthandmiddle1_bb_', 'righthandmiddle2_bb_', 'righthandmiddle3_bb_', 'righthandmiddle4_bb_', 'righthandindex1_bb_', 'righthandindex2_bb_', 'righthandindex3_bb_', 'righthandindex4_bb_', 'righthandring1_bb_', 'righthandring2_bb_', 'righthandring3_bb_', 'righthandring4_bb_', 'righthandpinky1_bb_', 'righthandpinky2_bb_', 'righthandpinky3_bb_', 'righthandpinky4_bb_', 'righthandthumb1_bb_', 'righthandthumb2_bb_', 'righthandthumb3_bb_', 'righthandthumb4_bb_', 'rightupleg_bb_', 'rightleg_bb_', 'rightfoot_bb_', 'righttoebase_bb_']
bpy.ops.object.mode_set(mode='EDIT')

mat = bpy.context.object.matrix_world
for bone in bpy.context.active_object.data.edit_bones:
    if bone.name in rightbonelist:
        tail = bone.tail @ mat *-1
        print(tail)
        head = bone.head @ mat *-1
        print(head)
        bone.tail = tail
        bone.head = head

Does anyone know how?

Now that I know how to do it, I would like to answer my own question.
I needed to override the pivot point of the operator.
(In this case, "bpy.context.scene.tool_settings.transform_pivot_point = 'INDIVIDUAL_ORIGINS'
")
Here is the script for the override and modification
It only applies to bones named "right".
import bpy

def get_override(area_type, region_type):
    for area in bpy.context.screen.areas:
        if area.type == area_type:
            for region in area.regions:
                if region.type == region_type:
                    override = {'area': area, 'region': region}
                    return override
    #error message if the area or region wasn't found
    raise RuntimeError("Wasn't able to find 's open while executing script.")

# Save pivot point
save_pivot_point = bpy.context.scene.tool_settings.transform_pivot_point

bpy.context.scene.tool_settings.transform_pivot_point = 'INDIVIDUAL_ORIGINS'
#we need to override the context of our operator
override = get_override( 'VIEW_3D', 'WINDOW' )

lists=[i for i in bpy.context.object.data.edit_bones if "right" in i.name]

bpy.ops.armature.select_all(action='DESELECT')

for i in lists:
    i.select = True
    i.select_tail = True
    i.select_head = True

bpy.ops.transform.resize(override,value=(-1, -1, -1))

#　Restore pivot point
bpy.context.scene.tool_settings.transform_pivot_point = save_pivot_point


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Is premultiplied alpha in Blender Compositor BROKEN?
I'm rendering an explosion and adding glow in Blender compositor.
I want to use it in a video editor later to composit the explosion on top of other footage.
The premultiplied alpha should let me have the non-transparent parts (thick flames, smoke) cover the backdrop, while having the transparent parts (glow, soft flames) be added onto the backdrop.
I know how the math of alpha blending works, but Blender seems to be somehow always producing broken results, no matter how hard I try to work this around.
This is what I get every time when I export pre-multiplied alpha from Blender and composit on top of other footage in a video editor:

The fire is there, the glow is tehre, but there's a horrible white border around the fireball. Why is Blender doing this? It's clearly miscalculating RGB values when dealing with associated alpha, and I found absolutely no way to work this around.
Is there no way to export anything from Blender having premultiplied alpha working? It seems to be inherently broken. It's hard to believe, but that's what it looks like. If it's an error on my part - I'd be happy to learn the solution.
If I preview my render with added Glow without alpha used it looks like this:

Which is fine.
The alpha channel looks like this:

Which is also what I'd expect.
Somehow Blender takes the two and when I just apply the alpha to above RGB content I get this monstrosity, no matter how I do it (Set Alpha node, Separate/Combine RGBA nodes, routing Alpha directly into Viewer node...):

I am pretty sure I'm doing everything correctly, but somehow Blender compositor seems to be incapable of handling associated alpha material and breaks the RGB values at every step when fed such input. Which sucks, because I won't be able to get the visual results I want out of it.
Now - to get the Glare node work correctly I had to do this:

If I just give it the RGBA output from RenderLayer it obviously breaks:

How is this possible? is that a recently introduced bug of what? I've heard Troy Sobotka complaining about Blender's compositor not understanding associated alpha, but I've never experienced this first hand before.
What is going on? How do I get a nice glow without a hideous white border?

https://blender.stackexchange.com/questions/154188/strugging-to-render-my-fire-animation-with-alpha-transparency-correctly/154213#154213 and https://blender.stackexchange.com/questions/57816/how-do-i-get-the-glare-node-to-output-transparent-instead-of-black-background/57824#57824

Thank you. So the Blender Compositor is broken. The only way to get correct results is to save out to EXR - PNG output and screen display will always produce broken results.
Can we somehow get the Blender team to fix this?

I know that there have been recent improvements to the alpha handling for display in the image editor. Can you show the rest of your compositing nodes after the Glare node and what Blender version you're using? You may also want to check how this behaves in 2.91 or 2.92. From a short test it seems to work fine in master (Render Layer => Glare => Composite). It should also be noted that Blender always handled the output fine, just the viewer had some issues in the past.

It seemed there's been some improvements in Blender, but the PNG format seems to only support pre-multiplied alpha. So attempting to write straight alpha to PNG is futile.


text:
How can I find the location of a node using the GUI?
Very simple question: how can I find the location of a node in a node tree using the GUI? If it's impossible, how can I do it using Python?
If it makes any difference, I'm using Cycles.

try to organize your nodes with frames or groups

@Bithur Not sure what you're saying. I'm working on a script, and I just want to get an idea of scale and location in the node tree.

In GUI you will find this info in Outliner in Datablocks view under:
BlendfileData > Materials > name_of_material > NodeTree > ShaderNodetree > Nodes > name_of_node > Location

You can also keyframe such value or even drive it.

AFAIK this isn't possible through the GUI, however it is possible with python:
bpy.data.materials['Material Name'].node_tree.nodes['Node Name'].location[0]

Where location[0] gives the X and location[1] gives the Y.

You can also use location.x and location.y (this works for any location vector in blender)

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


text:
My model is not reflecting any light / looks dark
In the image I have 2 objects, the only difference between the two is that the one on the right is fully unwrapped while the one on the left is the default with no changes safe for the texture to compare the colors.
Both models have the same texture image and no nodes were modified in the process and yet the one with the unwrapped map looks completely dark as if it is reflecting no light at all. Could you help me understand what happened and if there's a way to fix it?

It's a problem you may find with some imported files, you need to go in the Properties panel > Object Data > Geometry Data, and close Clear Custom Split Normals Data.

Thank you so much! I have no idea how it activated in the first place, but it's back to normal =D. Thank you for taking the time to look at it! =)

As I told it's a problem of normals with some imported objects, don't ask me more  ;)


text:
Multi files rendering with windows script command dont work
I have a recent problem that prevents me from using windows scripts for render queue on my desktop workstation.
The commands work, but the only problem is that it doesn't chain the next command to render the list.
This is a test script in Render_Local.bat file:
cd "C:/Program Files/Blender Foundation/Blender 3.6"
blender -b "C:/Users/Utilisateur/Documents/Test/testRenderQueue.blend" -a
blender -b "C:/Users/Utilisateur/Documents/Test/testRenderQueue02.blend" -a
cmd /k

The test is very simple, the first rendering works but once finished it doesn't launch the second.

The same test on my colleague's PC works perfectly.
That's why I think the problem is with Windows or my Blender user settings.
I tried to deactivate many addons, re-install, etc...
Another clue: I didn't have this problem a while ago. I don't know if it started when I reinstalled a new version of Blender.
Does anyone have any idea how to solve this?

It works for me as well. It is almost impossible to pinpoint the problem, there are too many factors involved that can affect this outcome. I would first start with a simple setup. Create 2 simple files and see if that works. Maybe something with your system resources like ram, cpu, gpu? Or differences in installed addons, or graphic driver problem, or scene complexity.

yes, it's a test file in this case. I thought for a moment that it was coming from plugins, but I also tried disabling them. The crazy thing is that sometimes it works, but very rarely...


text:
How to prevent light from penetrating through the model?
I was designing this model, and when I was rendering I got this:

Light is passing through the model

The light uses 100W, and the world has a scattered volume

The model and the light have no modifiers, the camera has no changes from predetermined,
Project is here: https://drive.proton.me/urls/5FFDT0GBCR#CT9k6jWVnRcs

It's hard to tell what's going on here, if you could [edit] to provide some more screenshots

Hello and welcome. As it stands this question is unanswerable and was put on hold for lack of essential details to understand the issue. Risking stating the obvious, only you have access to your scene, so unless you describe it thoroughly you alone know your exact setup, settings and what steps you took to arrive where your are now. Describe the issue in detail, add images of relevant settings and user interface, with the [edit] button above. Don't post comments or ask a new question, editing will automatically queue it for reopening review.


text:
How do I increase the vertex size in the interface?
In one video I saw that one person has his vertex much bigger than usual, how can I do the same?
In video:

Me:

I converted your answer into a comment, as neither that or @curious_1's provide a receivable answer to the question: a good answer on BSE should be self-sufficient and not require going to an external resource. Both of you are welcome to post an elaborated answer with proper instructions, screenshots and whatever you deem to help to make it a comprehensible answer.

To change the Vertex Size in 3D viewport:
Open Edit > Preferences > Themes and open the 3D Viewport dropdown:

In that dropdown scroll down below the color settings to Vertex Size:

Adjust the size to your preference:

If you are interested in doing it via Python you can set the value of vertex_size to your desired size:
import bpy

theme = bpy.context.preferences.themes[0]
view3d_theme = theme.view_3d

view3d_theme.vertex_size = 5 # default=3


text:
Object Disappeared in Sculpt Mode and Edit Mode
I did one sculpting for 3 hours, and then I don't know what I pressed, but it disappeared. It is shown in Object Mode, but not in Edit Mode or Sculpt Mode, and it's not hidden either. Could anyone help me?

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

I know the community bot is not a real person, otherwise I would tell him it is crystal clear from the question what the issue is...

You probably mean it is not hidden in the 3D Viewport in Object Mode. But you can also hide selected faces of a mesh in Edit Mode and Sculpt Mode.
This is for example helpful if you only want to work on parts of your mesh and either not affect the other parts or keep them from obstructing your view on part you want to work on. The reason the object is still visible in Object Mode is that this is only a visual editing option, it does not affect the rendering or anything.
In Edit Mode, to hide selected parts, no matter if all or just some, you can press H, instead to keep selected parts and hide only unselected ones you can press Shift+H. If you want to unhide them press Alt+H.
In Sculpt Mode it is slightly different, usually you have no selected faces there when sculpting, in this case H always hides everything (which is what you probably did) and Alt+H unhides everything again, while Shift+H has no function.


text:
3d blender protruding type change key
I'm frustrated because the change isn't happening. How can I switch the Extrude function from the E key to a different type of extrusion?

Hello and welcome. English is mandatory language for the site. If you are not comfortable writing in English feel free to use any online translation service. 안녕하세요, 환영합니다. 이 사이트에서는 영어가 필수 언어입니다. 영어로 작성하기 어렵다면 온라인 번역 서비스를 자유롭게 이용해 주세요.

Use Alt-E to bring up the extrusion type menu or use the extrusion option on the Face menu on the top toolbar.


text:
Composite not compositing images
I'm completely new to Blender, but I’ve started using it to camera track scenes and add objects into them.
All my nodes are correct as far as I can tell but when I hit render it only shows the movie clip. If I hit background or foreground I can see that it rendered the objects but they are not visible. I'm guessing it's something stupid since I'm so new to this. My composite nodes are render layer and movie clip each tied to a single alpha over node which is tied to the composite node.
I'm also only hitting render image because it’s taking so long to render one frame. I have a 3080 and Ryzen 7600x.

We can’t see your node set up unless you show us, and since you are having trouble understanding how it’s working, you might be describing it incorrectly. Please add screenshots.

if u wanna have quicker help instead of answering questions in the comments - i would recommend providing your blend file. I think because you are new to Blender you don't know which screenshots are important and which aren't.


text:
How do I remove F_01 from the Timeline?
My smash into animation triggered this F_01 thing which might be an F Curve somewhere? More importantly than what it is in any detail is getting rid of it.

You must have accidentally pressed M on the keyboard while your mouse was hovering over the timeline. These are called markers in Blender.
To delete it, select the marker with left-click (LMB), keep your mouse hovered over the marker area, and then press X then Delete Markers.


text:
Removing And/Or Replacing Geometry In A Sculpt
I've been modeling my first 3D character. After getting to a happy point to where I'd like to retopologize and start UV maps, I realized that at some point I mistakenly joined the legs together. I've been using incremental saves, but the mistake occurred pretty far back so I'd rather not reset so much progress.
When I delete the verts I get an effect that removes a lot of geometry (as seen in my third picture). What is the best way to replace this geometry?
I understand this problem would be tackled differently by different technicians, but please do share your method.

maybe you could hover over one leg, press L key to select it, press H to hide, then select vertices that go across 0 (I'm not sure the character is axis-aligned, judging be what we can see through the ass-hole, I guess it isn't?), and move it exactly to 0 (could set the x coordinate in the numbers panel), and do the same for the other leg, then A, M, B to merge those vertices?

you could use some boolean objects?

If the object is symmetrical, you could just delete half the mesh, fill the hole, remesh it and smooth it out in sculpt mode. You probably want to rework that area anyways because if the geometry is overlapping there it's going to be pretty hard to retopologize it and rigit afterwards.


text:
merge vertices and create flat surface instead of roundness like this
I am trying to merge all these vertices of a cone with flat cap to close this cone but when I press F, it creates round shape like this instead of flat shape.
I noted sometimes it is generating flat and sometimes like this. I need flat always.
How to fix this?

You've given a Subdivision Surface modifier, that's why, maybe bevel the top face?

You should definitely watch some tutorials on modeling with the Subdivision Surface modifier... because it seems you've added it to the object without knowing what it does. The modifier will try to smooth the geometry, and the less original geometry the more rounded it will become. To keep a sharper edge at the top you can add a supporting edge loop or inset the top face or both, you can bevel the edge or you can select the top edge loop and give it some value > 0 for the Mean Crease (with 1 being completely sharp).

I needed that modifier to subdivide cone again to more number of faces because once cone is added i can not control that. Plus, until top and bottom caps are already there that modifier is not sampling main surface into subdivisions but also considers caps and behaves weirdly. So i manually cut caps first and after adding modifier re adding them now.

Watch donut tutorial, and then chair tutorial by Blender Guru.

@ShashankBhatt "that modifier is not sampling main surface into subdivisions but also considers caps and behaves weirdly". I don't know what you mean with it "considers caps" but it's not behaving weirdly, what is shown in the screenshot looks like it works exactly as expected.

@GordonBrinkmann What it means is that I wanted to subdivide along the main surface to smoothen the cone and not on the top or bottom. Sub division surface modifier smoothens out on whole surface including top and bottom and converts cone to something weird shape in screenshot. Why would one needs to smoothen the surface at top or bottom? Obviously the middle surface has not enough vertices and that;s why it should be only smoothened.

@ShashankBhatt "Why would one needs to smoothen the surface at top or bottom?" Guess what, there might be people who want that. Apart from that, given the hints by moonboots and me, there are ways to refine the mesh to change how much or if at all a part of the mesh is smoothed. The other thing is, "top and bottom" is relative. These are all just vertices connected to create faces. Blender is not a human being, it does not know what you "want". Also, subdivision is subdivision, not remeshing. There is no "here the single faces are too big, more resolution needed, the other parts are fine."

There are many different ways to get what you want. First of all, as it stands now I understand that you do not actually want the Subdivision Surface modifier for smoothing the surface which is what it is mostly used for. You only want a higher amount of faces around the main body. The following examples show you how you can achieve this, note that most of the values and settings I use can vary depending on the look you are going for, especially when you do not produce completely sharp edges but slightly rounded ones with some methods, it all depends on your liking.
So, to get a higher face count you do not need a modifier at all (unless you want to keep the resolution procedurally to change it eventually). You can do the following:
Select the top and bottom edge loop in either Edge Select or Face Select mode. Then right-click and choose Subdivide.

By default it will split the faces once vertically. But with the tool options in the bottom left of the viewport, you can then choose the Number of Cuts according to how much you want to increase the resolution. But: this will only split the faces, the top and bottom circles will not get more rounded. You can increase the Smoothness value with the slider to 1, but it will still not be exactly rounded like a circle with the same resolution. To get this result, you have to set a value of $\sqrt{2}$. You can do this by entering sqrt(2) in the field, this will give an (almost) perfect result But in this case they will be distorted on the Z axis and you have to scale them separately to Z = 0 by pressing SZ0.

Another way to round the edges after subdividing would be - if you have the Blender addon LoopTools enabled (Edit > Preferences > Add-ons and search for "loop") - to select the top and bottom edge loops, then right-click and choose LoopTools > Circle.

But this might decrease the radius of the circles a bit so that the cone becomes a (little) bit narrower. You could however enable the tool option Radius to enter a specific value how large the circle should be, but in this case you have to use the tool separately on top and bottom edges, since their radii should differ.

You can also do it without the add-on with the To Sphere tool by selecting an edge loop (this has to be done separately on top and bottom as well otherwise it will try to create a sphere instead of a circle) and then pressing Shift+Alt+S and moving your mouse until the To Sphere value in the top left of the viewport is on 1.000, but like the add-on this will slightly reduce the radius of the circle.

Now for methods to keep sharp(er) edges when you are using a Subdivision Surface modifier.
A simple way to get a completely sharp edge while using the Subdivision Surface modifier would be to select top and bottom edge loop and set a Mean Crease value of 1. By default the Use Creases option in the modifier is enabled so it should work.

Or you can do it like this: first select the top and bottom face and inset them a little bit with the Inset tool, shortcut I.

Then press Ctrl+R for the Loop Cut and Slide tool, click on the vertical edges to set a loop cut there and after the first click move up (or down) close to the edge, this is a supporting loop to sharpen the corner (but keeping a slight smoothing), repeat this loop cut for the other end of the cone. By the way you can slide the cut fully up or down to create a sharp edge, but this will result in duplicate overlaying geometry which is preferably to avoid.

Another possible method would be to select the top and bottom edges and pressing Ctrl+B to bevel the edges. Moving the mouse will change the amount of bevel, scrolling the mouse wheel will change the number of segments. In the example below I used three segments.

Or if you want to use the bevel method but not having the beveled edge permanently changed, you can go procedural and add a Bevel modifier to the object. The important thing here is, that you place it above the Subdivision Surface modifier so that the edges get beveled first, and then the mesh gets smoothed.

As mentioned in other comments, sub division surface modifier also sub divides the surface on top and bottom as well which one would not need so there is one trick to get around this problem.

First select the cone and enter the edit mode.
then select the top and bottom faces from cone using face select
mode and then right click on them and select separate and then selection. This way, top and bottom surfaces would be separated out from the main cone.
After that, again enter the object mode. And now click on all of the objects i.e. middle surface which is left, the top and the bottom
Press control + j to join them all.
Now select the whole object and re-Apply sub division surface modifier now and but this time it will be only applied along the main surface instead of on top or bottom surface. and this way you can have smoother circle in the middle and still it would be closed cone from both end and one even does not need to regenerate top and bottom surfaces by pressing F.

The same effect can be achieved by setting the Mean Crease of the top and bottom edge to 1, only that you then still have a single connected mesh, and not caps separated from the main body which will be a problem if you want to bevel edges, use a Solidify modifier or many other things which might not apply for your specific case, but makes this answer not very benificial for other users.

@GordonBrinkmann I would be happier if you can answer sir instead of comment!!. I only ask question here for quick answer. Rest many more, we can always learn.  Btw, i am not by profession 3d modelling artist as well.

I'm not a 3D professional either. At first we made suggestions because there are different solutions depending on how you want to go further with this model. We cannot know how experienced you already are, so maybe these suggestions would have already helped. You did not bother to ask what these suggestions meant either if you did not understand what we were talking about. Maybe I'll find the time later to give an overview on different methods, because picking a single explanation is difficult when I do not know what else will be done with the model.


text:
Project from view multiple faces at once but each as a single
Currently I make fake windows in the building pretty simple: I create a cubes, place them to wall, and then using the Boolean modifier make a "cavity" in the wall:

The next step is fixing the UV-map for the new face. I need UV just "fill" the area of the face.
The best method for that is UV unwrap faces -> Project Form View (bounds) (or simply U key and then B key).
The only problem is that if I choose multiple faces and apply to them Project from view they will, like, share their space, so UV will not fill individual face, but will be stretched among them.
Multiple apply (wrong):

Individual apply (right):

Because of that I have to apply Project from view for each face separately, which is pretty slow.
Can I then somehow apply Project from view for multiple faces at once?

I tried instead of Project from view use Reset, but the face is rotated and scaled wrongly:

I also tried Copy attributes menu addon, it almost works as I need:

Initially, I made building using 'Mirror' modifier. But it has been already applied, now building is just a plain geometry, nothing special, so do not know why windows in "mirrored" part of building have that issue.

Possibly the new answer is better.

have you tried UV Mapping > Reset and then Ctrl F > Face Data > Rotate UVs for the ones that need to be rotated..?  alse see there's an option in UV editor to Constrain to Image Bounds, you can easily transform and snap faces to bounds with it

@calambre faces can be different, and also the texture is not squared, so UV need to resized and rotated, not only rotated

@Stdugnd4ikbd ok but Face Data > Rotate UVs is not the same as rotating them in UV editor... could write a quick script but I don't fully get the problem

@calambre ok I will try

Possibly this way... activate the shipped add-on 'Copy Attributes Menu'.

Correct / set the UV mapping for one of your windows
Select the others by some means (e.g.Shift G > 'Coplanar'), ensuring the good UV winds up active.
CtrlC > 'Copy Active UV Coordinates'

Well, Reset does the trick in part of doing the same transformation for each face, but not in the part of correct UV: in case of Reset, UV indeed "fills" the face but wrongly: it is rotated and scaled in wrong direction. Of course, I can select a lot faces, apply Reset and then rerotate and rescale all of them also at once, but only in case of equal face sizes. If there are different faces, it will not work

I also updated my question with screenshot

First, thanks for advice for selecting coplanar faces, it is very usefull. However, Your method still has issues. I updated my question

I guess that must have to do with your 'Mirror UV' settings in the original modification.. at least, you can rotate all the UVs on one side by 90, in one move?

Unfortunately no, they actually have the same issue as if I'd apply Reset, so I have to rotate and also scale them (because texture has non square form). But I think this answer technically can be accepted

@Stdugnd4ikbd you might also look into the 'Magic UV' shipped add-on, but I haven't checked it for being useful in this case..

Probably will check


text:
Light disappears when shadows is turned on
I am using Blender 2.93.4, Windows 10, Surface Go 2 and I am very new to it.
I have a scene with point light with initially shadows unchecked. I switched Viewport shading to Display render preview; In Viewport shading Scene lights is checked; render engine is set to Eevee.
Light is displaying, all is good:

Now in light settings I check Shadows and the light disappears, and no shadows (obviously, there is not light):

None of renders engine displays shadows. Shadows are not displayed from\on just simple cubes with no material, and geometry with material (building in screenshot).
What should I do to display shadows?

This is rather unusual, but I can’t tell any unusual settings in your screenshot that would make this happen. Can you test: does the same file work correctly on a different computer?

@TheLabCat Unfortunately no. Maybe I can send You my blend file?

Go ahead and blend-exchange.com it and I’ll see if I can get a round tuit

@TheLabCat done

I have tested on EEVEE, and got shadows on a pink building (yeah, missing textures. No biggie). I am now testing on Cycles. If it shows up there, delete the question, and report as a bug on developer.blender.org and I hope you get it fixed.

Confirmed, regular shadows are showing up in cycles.

Wait a minute, that’s really weird. I switched over to the viewport just to make sure it was still working, and it was. But as soon as I orbited the viewport away from the camera view I had it in, the scene turned “waiting for render” gray, although the little debug in the corner still showed the sample count going up, and it finishing. This does not happen with EEVEE.

That bug doesn’t happen in the default file, only to yours. That’s really weird, so be sure to include that file in the bug report.

@TheLabCat thank You for help, but Emir solution solved this

You have "Render region" On. Turn it off by pressing N (for the sidebar) then click on view and turn off Render region.

Thank You, it solved the problem, You rock

I am really sorry for disturbing, but it again does not work. After it started work I continued modeling, and, probably pressed wrong shortcuts. Now there is no light if shadows turned on even with render region unchecked...

It does not work with Workbench also, but it works, though with very low-resolution almost like pixel art, in Cycles

I uploaded current scene, maybe You can find issue there https://blend-exchange.com/b/4m6SrWm9

Workbench doesn't support regular light objects, it's the regular engine used for the 3D viewport

Eevvee doesn't displays lights with shadows though

i just open your file and it's working correctly for me on EEVEE and Cycles, you probably have a graphics card issue. Renders

Possibly, but why it worked after Your initial remark? If we suppose, that it is too much difficult scene for my graphic card, it probably not the reason, because I have not complicated the scene so much after shadows started to work. I hope that I just pressed something. For example, trying to enter FPS mode by pressing SHIFT +  ~ ``, I often pressSHIFT+TAB` instead, and as I noticed this is another command

I have really been doubting that it will work, but I just restarted blender, and shadows now works again. Can't answer for sure - is it problem with my pc or with Blender

It could be your scene file. Try to open your objects in a new scene


text:
Modify face orientations in bulk
I wrote a script for batch change orientation. Here is a script I wrote:
import bpy

selected_object = bpy.context.object

if selected_object and selected_object.type == 'MESH':
    bpy.context.view_layer.objects.active = selected_object
    selected_object.select_set(True)

    bpy.ops.object.mode_set(mode='EDIT')

    mesh = bpy.context.edit_object.data

    bpy.ops.mesh.select_all(action='SELECT')

    bpy.ops.mesh.normals_make_consistent(inside=False)

    bpy.ops.object.mode_set(mode='OBJECT')

else:
    print("The currently selected object is not a Mesh object")

This works, but there is a problem, which is that after I run it, there is a certain face of some object or more than two or even more, how do I tell if this face is red or blue, add the condition

Hello and welcome to BSE. When you say "in bulk" how do you do this? You can simply select all your objects and execute this script and it should work. If it doesn't work then your object is probably not manifold. Can you share the problematic object? https://blend-exchange.com

Sure, here's the link to that file: https://blend-exchange.com/b/xq95QZ2R/, this file is relatively simple, I also put the script in the file, after I run the script, I need this object is to need the X axis or - X axis is the same color, this is just an example, not a batch of objects

I checked the object but it is not manifold. No thickness so it's not possible to know which direction is your "correct" side.

What I need is that the two faces are in the same direction at the same time, now they are in two different directions, and the reason for these two is that there is no thickness so that the faces of these two faces are not facing in the same direction, right?

I noticed that if you switch the 2 meshes direction around on the X-axis, normals_make_consistent will always make the convex "outer" part of each mesh as blue/surface. So the only way you can make all faces regardless if convex or concave consistently face the same direction is to pick a direction of your choice you want the face normals to point into and then do the checks and flips for each face.

So for example if you want every face to to have its Face Normal point toward the +X axis then you have to iterate through every face and check if the face's Face Normal's x-component is positive value and if it's not then flip the face with bpy.ops.mesh.flip_normals(). But then for closed manifold meshes like the cube this will not work because then everything faces in one direction and you will require to run normals_make_consistent. And there is no real way to tell when to use which method. So you have to specify every object in your post so we can find a specific solution.

Ok, I'll try it out. Thank you


text:
How can I add gaps between edges of this arc?
I'm trying to achieve this look of a gap between the arc and the piece of wood above it. Specifically the black lines produced by the shadows in the gaps. I'm not sure whether to do more geometry or if I could try to do some texture or something similar.

What is the best approach to add the like gaps on the unions of this arc?

Hello, what do you mean by gaps on the unions of this arc?

The black lines produced by the shadows in the gaps. I'm not sure whether to do more geometry or if I could try to do some texture or something similar.

Just separate the meshes in your object and adjust the gap as needed. In this case I exaggerated the gap so you can see the meshes are separate:

But feel free to move them closer together and then give the object a bevel modifier which will give this separation look:

Here's the final look:


text:
How can I prevent operator from blocking Blender Interactions during execution?
I'm new to Blender Python programming, and for a personal project, I'm experimenting with creating a Blender Python addon. I aim to execute an asynchronous GET request when I select a button in a panel (custom operator). You can find an example code snippet below. My current issue is that upon selecting the operator, it appears to block any other Blender interactions until the asynchronous call completes. Do you have any suggestions or examples on how I can prevent the operator's logic from blocking? I still want users to be able to continue editing their models, etc., while these API calls/downloads occur.
import bpy
import json
import asyncio
import aiohttp

from bpy.types import Operator, Panel

# ------------------------------------------------------------------------
#    Operators
# ------------------------------------------------------------------------
class ADDON_OT_test(Operator):
    bl_idname = "addon.search"
    bl_label = "Search"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_properties

        # Endpoint Resource Path
        assets_url = "someurl"

        # Request Body
        assets_query_body = { }

        # Request Headers
        headers = { }

        x = asyncio.run(fetch_data(assets_url, assets_query_body, headers))

        if x is None:
            self.report({'ERROR'}, "something went wrong")
        else:
            beautify_data = json.dumps(x, indent=4)
            print(beautify_data)
            self.report({'INFO'}, "all done")

        return {'FINISHED'}

# ------------------------------------------------------------------------
#    Panels
# ------------------------------------------------------------------------

class ADDON_PT_browse_search_panel(Panel):
    bl_idname = "ADDON_PT_Search_Results"
    bl_label = "Search Results"

    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw  (self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_properties

        layout.operator("addon.search", text="Search")

# ------------------------------------------------------------------------
#    Additional Functionality
# ------------------------------------------------------------------------
async def fetch_data(url, query_params=None, headers=None):
    async with aiohttp.ClientSession() as session:
        async with session.get(url, params=query_params, headers=headers) as response:
            print("Status:", response.status)
            if response.status == 200:
                print(response.status)
                return await response.json()
            else:
                print(response.status)
                return None

# ------------------------------------------------------------------------
#    Register/Deregister
# ------------------------------------------------------------------------
classes = [
    ADDON_PT_browse_search_panel,
    ADDON_OT_test
]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

This is an example of the solution that ended up achieving my goal
Found inspiration from How do I Download an External File from URL and Display Progress in a Panel without blocking the UI?
import bpy
import json
import asyncio
import aiohttp
import threading
import traceback

from bpy.types import Operator, Panel
from bpy.props import PointerProperty
from ..model import WarningText
# ------------------------------------------------------------------------------
#    Operators
# ------------------------------------------------------------------------------
class ADDON_OT_test(Operator):
    """Example Non-Blocking Modal Operator that executes asynchronous API calls."""
    bl_idname = "addon.test"
    bl_label = "Test"

    thread = None

    # setup local variables to pass info to context variables
    # (passing context to threads in not advised)
    message = ""
    response_status = 0

    # request variables that contain context info
    endpoint_url = ""
    query_parameters = {}
    headers = {}

    def modal(self, context, event):
        global is_running_search
        wm = context.window_manager
        myprop = context.scene.my_properties

        if event.type == 'TIMER':

            # for UI updates (needs to be first line)
            wm.name = wm.name

            # update every time there are changes in values
            if myprop.test_status != self.message:
                myprop.test_status = self.message

            # handling threads when finishing (successfully or post exception)
            if not self.thread.is_alive():
                self.thread.join()

                # handle any UI updates
                wm.name = wm.name

                # success
                if self.response_status == 200:

                    # TODO: pass values stored during API call to properties here

                    print("Test Done")
                else:

                    # TODO: logic if request failed

                    print("Test Interrupted")

                # no longer running
                is_running_search = False

                return {'FINISHED'}

        return {'PASS_THROUGH'}

    def execute(self, context):
        global is_running_search
        wm = context.window_manager
        myprop = context.scene.my_properties

        # ensures we don't re-trigger operator while it's already running
        if not is_running_search:
            is_running_search = True

            # pass endpoint url, headers, query parameters
            self.endpoint_url = f"{myprop.api_url}"
            self.query_parameters = {
                "example": myprop.example
            }
            self.headers = {
                "Content-Type": "application/json",
                "tenant-id": myprop.id,
                "authorization-token": myprop.access_token
            }

            # thread start
            self.thread = threading.Thread(target=request_api_call, args=(self,))
            self.thread.start()

            wm.event_timer_add(0.5, window=context.window)
            wm.modal_handler_add(self)

        return {'RUNNING_MODAL'}

def request_api_call(self):
    """API Call"""

    self.message = "Beginning GET API call..."
    print("Beginning 'GET' API call...")

    try:

        # GET request for asset IDs
        response_status, asset_data = asyncio.run(
            make_api_get_request(
                self.assets_url,
                self.assets_query_parameters,
                self.assets_headers
            )
        )

        beautify_data = json.dumps(asset_data, indent=4)
        print(beautify_data)

        # TODO: additional processing logic here

        # everything has passed by this point - assign success response status
        self.response_status = response_status # 200 (assumption)

    # error handling
    except aiohttp.ClientResponseError as error:
        self.message = f"'{error.status}' {WarningText.EXCEPTION_THROWN}"
        print(error.message)
    except ValueError as error:
        self.message = f"Response Validation {WarningText.EXCEPTION_THROWN}"

        full_error_message = (
            "Response Validation Failed! "
            "Check your JSON response for other field errors:\n"
            f"    {error}"
        )
        print(f"  {full_error_message}")
    except Exception as error: # TODO: WHAT OTHER ERROR SCENARIOS ARE THERE?
        self.message = WarningText.EXCEPTION_THROWN
        print(traceback.format_exc())

# ------------------------------------------------------------------------
#    Panels
# ------------------------------------------------------------------------
class ADDON_PT_test_panel(Panel):
    bl_idname = "ADDON_PT_test_panel"
    bl_label = "Test Panel"

    bl_category = 'Test'
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw  (self, context):
        layout = self.layout
        scene = context.scene
        myprop = scene.my_properties

        layout.operator("addon.test", text="Search")

        # TODO: additional UI layout

# ------------------------------------------------------------------------
#    Additional Functionality
# ------------------------------------------------------------------------
async def make_api_get_request(url, query_params=None, headers=None):
    data = {}
    async with aiohttp.ClientSession() as session:
        try:
            async with session.get(url, params=query_params, headers=headers) as response:
                data = await response.json()
                response.raise_for_status() # raise exception if status not 2xx

                return response.status, data
        except aiohttp.ClientResponseError as error:

            # custom error message
            error.message = custom_http_error_response(error, data)
            raise error.message
# ------------------------------------------------------------------------
#    Register/Deregister
# ------------------------------------------------------------------------
classes = [
    ADDON_PT_test_panel,
    ADDON_OT_test
]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    # stored as property of scene - for accessing via context.scene
    bpy.types.Scene.my_properties = PointerProperty(type=MyProperties)

def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

    del bpy.types.Scene.my_properties

if __name__ == "__main__":
    register()


text:
Generate periodically structured holes in non-linear mesh (make curved fence)
I want to make a fence on a curved bridge.
Currently a have a bridge mesh and a fence mesh, that repeats bridge curvature, but is solid. I need to make holes in that mesh as shown in the picture below.
Obviously, I can manually create meshes, put them to the mesh and make hole by boolean modifier, but the bridge is pretty long, so, perhaps, there is an opportunity to automize this procces?

It's actually resembles me numerical solution for calculating definitive integral, that I was programming on C in university, so, in case if this is kinda unregular task, maybe, somehow using python I can make that?
Or maybe there are another, more easier and correct methods to do that fence?

Update 1
In this video I explored an array modifier. It would be just super cool if instead of constant factor value it could be possible to set, for example sine function. But hover, now I am able two create flat fence.
Currently thinking how to bend it.

In the same base as the video you can use shrinkwrap (with vertex group) to adjust automatically the holes (+ boolean) or fence parts.

to bend look up some youtube on how to bend an array over a spline

@lemon tried, but every generated meshes (technically currently it is a single mesh) is rotating to constantly increasing angle for some reason

@Peter, yeah I learned how to bend with curve modifier, but, unfortunately I already deleted curve I used to bend bridge. I will try to remade it

I think providing more concrete information (.blend) about how you bridge is will help someone here to propose a solution for you.

@lemon, let make a few tries by myself, and then I will provide

This GN group will project a mesh's X axis on to a given curve, while maintaining the original Y and Z offsets, in the original object-space. Unlike the Curve modifier, it does not map the off-axis dimensions to the curve's Normal and Normal x Tangent. It leaves them oriented along the original object axes:

It's often the case that if you set 'Fit Curve' as the count of an Array modifier, the result is slightly out.. the length of the curve is not an exact multiple of the element length. The green nodes in this group take the liberty of stretching the mesh slightly, so it fits the curve exactly.
In this example, the bridge is a straight Array of elements along X. Each element is the result of a Mirror in X and Y. This GN Group is then a helper: it does not generate the mesh. If you prefer using Boolean s, it could be an array of cutters.

It may not be perfect for you .. while the deformed railing has a constant Z thickness, it does not have a constant radial thickness.

(Blender 3.0)

I like this solution the most because it keeps all the railing supports vertical, which is something I was wondering about when I saw the question.

I will try to understand and recreate this method today, thanks

@АртурКлочко It may be useful to download the .blend to see the context the group is being used in.

For sure, I meant I will just do it soon today

First add a path that will form the arc of the bridge and be the base curve for the curve modifier we will be using. ⇧ Shift + A >curve>path Also add a plane ⇧ Shift + A mesh>plane that is the length of the side of the bridge. This will be the fence object.
The curve and plane must have the same origin, so it will be easiest to keep the 3d cursor in one place, and set origins to the 3d cursor for the path and plane using object>set origin>origin to 3d cursor.
Add a curve modifier to the plane and select the path, set the axis accordingly and rotate if needed and apply transforms.

You should have something like this result:

Now add a cube, scaled to the size of the hole. Also add a curve modifier, then an array modifier as pictured below.

Finally, a solidify and boolean modifier on the plane, setting the cube as the boolean object like so:

Here you will have something like this:

For the bridge itself, it would just be a matter of adding a grid object, and another curve modifier using the same path and setting origins to 3d cursor and following with a solidify modifier for the following result:

Because this is all modifiers, it can all be adjusted or changed dynamically.
Here is the file to inspect:

Thanks, probably accept Yours

I found solution for not literally making holes, but can be considered as it. However, this is what I need. The main benefit of this method is that it does not requires adding any curves.

Create a vertically-stretched cube (or cylinder, or another stuff), and then go to Modifiers -> Add modifier -> Array and set offset and count you need.

Add 2 loop-cuted a lot times cubes as top and bottom "railings"

Combine these three meshes (vertical blocks are actually one modified mesh) using boolean modifier. Select one choose another as an object select "difference" and apply. Repeat again to create one monolith mesh (I recommend to use boolean addon and just ctrl + shift + + them)

Enable proportional editing by pressing O or click that button

Go to edit mode (tab) and choose these faces from both sides

Move them down. Notice Move toolbar appeared at the bottom-left corner of viewport

Open Move toolbar, and set Proportional Size to the value you need

Done

Now the easiest step waiting for you - texturing


text:
Cube corner creates at fixed point for some reason
Perhaps I tweaked something, but currently (no matter which mode is) when I try to add cube, start corner is always fixed at constant point.
Normally, the start corner is where I clicked, but now clicking actually defines the opposite diagonal corner, but the start corner is fixed.
I did not try to restart Blender, I will do it, but just want to know, maybe I turned on something.

The problem is still occures after Blender restart, but only in my current project. In other projects, there is no such behaviour, so probably I tweaked something.

It seems that after switching on Gizoms button (it was switched off) the problem is solved, but if I switch it back to off, all is still fine. Perhaps bug?

Do you have snapping turned on?  https://docs.blender.org/manual/en/2.79/editors/3dview/object/editing/transform/control/snap.html

@KickAir8p, thought about that, but no, I remember that I checked it and it was disabled


text:
How to texture/model a huge terrain for open-world game?
Considering a city terrain, it is pretty various: somewhere there is an asphalt road with a good bordures, somewhere road and bordures broken so it smoothly turns to the curb, into the pedestrian part, etc... Somewhere there is a grass, a river or a lake
How to properly deal with that? Make one single surface, subdivide, create separate materials for separate faces, or make one huge texture?
Or to create terrain by parts as separate meshes?
I want it for a game. How do games with open world like GTA do this? I am asking exactly about terrain (floor\ground) not buildings, trees or another stuff

@moonboots, can You explain in details?

Why not a big picture and you just paint with a stencil brush? Not sure how they organize the ground texture in games though, I guess it's with some tiles, no?

@moonboots I think it should be at least 8k texture


text:
How can I instantiate a Simulation Zone input / output node's socket via python?
I couldn't find an interface like the node tree interface where I can add sockets using interface.new_socket(). In the documentation, the only method I found for adding sockets is simulation_zone_item_add(), which seems different from what the Python script provided by the document suggests. Can I achieve this by invoking some new() function?

You need to access state_items on the simulation output node:
>>> tree = D.node_groups['Geometry Nodes']
>>> sim_out = tree.nodes['Simulation Output']
>>> sim_out.state_items.new('INT', 'i')


text:
What is the shortcut key for Repeat History?
Is there a shortcut for the Repeat History option within the Edit menu?

I cannot find this in Edit > Preferences > Keymap.
Tried with Blender 3.4 and Blender 4.1
I think in other versions it was F3, but now is designated as the search function.

You can right-click on the menu entry and choose Assign Shortcut, then you are asked to press a key. This does not have to be a single key, it can be combined with Ctrl, Shift, Alt as well. After you did that it will be found and editable in the keymap.

You can set your own .. (right-click on the menu item) or add it to your quick favourites.. would either of those be OK?

Oh, thank you !

By the way, F3 has been Repeat History until 2.79, since 2.8 it was used for the search function, just for information.


text:
How can I edit Armature in Edit mode?
I edited the armature to fit the model I edited in Edit mode, but it doesn't change in Object mode or Pose mode. When I try to move the armature to a new position, it changes the model. How can I edit the armature to fit correctly?

hello please share your file

In Pose Mode, go to menu  Pose > Clear Transform > All


text:
How to use CSV data to color 1 million voxels staked in a Rubik's Cube like model?
The cube is composed of 1 million voxels (100x100x100) having the same size (1 unit). Voxel information is saved in this .txt file having the format: (4 columns x 1 million lines).
The first 3 columns represent x, y, z of each voxel, while the 4th column has the values: {0, 1, 2, 7, 8, 9, 10, 12, 13, 16, 17}. Each number represents a color in the model (eg: {black, yellow, green, blue, cyan, lawngreen, pink, magenta, white, gray, orange})
Because of the high number of voxels, I tried to pass by creating instances by adapting a code that I found here. the script worked for representing all voxels as instances. However, I'm unable to find a solution to color each voxel based on data in the 4th column within the voxels file.
I tried to use instancing and arrays by geometry nodes but it is still challenging for me as it's just my 2nd application using Blender.
Here is the script representing the voxels:
import bpy
import numpy as np
import mathutils as mt

bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete()

C = bpy.context

#open text file
rawfile = open("/Users/test/Documents/voxels.txt","r")
data=np.loadtxt( rawfile, delimiter=' ' )
rawfile.close()

#Create and arrange mesh data
verts = [ mt.Vector( data[i,:3] ) for i in range(data.shape[0]) ]
m = bpy.data.meshes.new('pc')
m.from_pydata(verts, [], [])

# Create mesh object and link to scene collection
o = bpy.data.objects.new('pc', m)
C.scene.collection.objects.link( o )

#Add primitive cube

bpy.ops.mesh.primitive_cube_add( size = 1)
isobj = bpy.data.objects[C.object.name]

# Set instancing props

for ob in [ isobj, o]:
    ob.instance_type = 'VERTS'
    ob.show_instancer_for_viewport = True
    ob.show_instancer_for_render = True

# Set instance parenting (parent cube to verts)

o.select_set(True)
C.view_layer.objects.active = o

bpy.ops.object.parent_set( type = 'VERTEX', keep_transform = True )

Similar problem with solution I believe that the solution proposed for the problem in the link could be adapted for my problem but I'm still unable to make it work!

I'm unsure about storing colors for individual instances.
But latest blender comes with point cloud feature for cycles, so you can try that way also.
Here the script create vertices and stores color attribute. The vertices are then converted to point cloud using geometry nodes.
import bpy
import numpy as np
import mathutils as mt

bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete()

C = bpy.context

#open text file
rawfile = open("/home/hari/Desktop/voxels.txt","r")
data=np.loadtxt( rawfile, delimiter=' ' )
rawfile.close()

# color dict
colordict = {0:[0.000000, 0.000000, 0.000000, 1.000000],
             1:[1.000000, 1.000000, 0.000000, 1.000000],
             2:[0.000000, 1.000000, 0.000000, 1.000000],
             7:[0.000000, 0.000000, 1.000000, 1.000000],
             8:[0.000000, 0.750000, 1.000000, 1.000000],
             9:[0.929871, 0.302988, 0.571237, 1.000000],
             10:[1.000000, 0.527115, 0.597202, 1.000000],
             12:[1.000000, 0.000000, 1.000000, 1.000000],
             13:[1.000000, 1.000000, 1.000000, 1.000000],
             16:[0.500000, 0.500000, 0.500000, 1.000000],
             17:[1.000000, 0.250000, 0.000000, 1.000000]}

#Create and arrange mesh data
verts = [ mt.Vector( data[i,:3] ) for i in range(data.shape[0]) ]

# create voxel object
obj_name = "Voxels"
mesh_data = bpy.data.meshes.new(obj_name + "_data")
obj = bpy.data.objects.new(obj_name, mesh_data)
bpy.context.scene.collection.objects.link(obj)
mesh_data.from_pydata(verts, [], [])

# store color attribute
colors = np.array([colordict.get(i,[0,0,0,1]) for i in data[:,-1]]).ravel()
obj.data.attributes.new(name='col', type='FLOAT_COLOR', domain='POINT')
obj.data.attributes['col'].data.foreach_set('color', colors)

Instancing cubes on points

Thank you for your answer, I appreciate a lot! it helped me to visualize my data. But the next step is to model the cube using cubic voxels, so I am still waiting for an answer for that

could you check it please!

You can instance cube on points. But to color you need to realize instances. see new screenshot.


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Boolean works on one side of my model, but not the other
I have a case i am trying to cut out sections with a reference cylinder, but on the right side of the left axis the model cuts out from the reference, but on the left side nothing happens at all, please help.
It happens for other models too, where one side cuts out completely fine, but moving the cutout object to the other side results in a failed Boolean cut.
The normals are all facing outward as I did not mirror the object, but rather duped it and placed it on the exact opposite side of the OG object

Hard to tell without the file. Are there any modifiers on the cylinder? Is it using a mirror modifier or does it consist of two cylinder meshes, one on the left and one on the right? Any problems with the face orientation?

there are no mods on the cylinder, and there is no mirror modifier and the normals are facing out for both of them, sorry forgot to include that


text:
creating a hanging hose with soft body
I want to make a hanging hose similar to this image. I have been spending a day to find a way to archive a real rolled up hose effect. Please help guys
first I made the holder (not similar to the image). Then I created a spiral(ADD-CURVE-CURVE SPIRAL-ARCHEMEDIAN). After that, I added geometry to it and softbody modifier to the spiral. And collision to the holder. Below images you can see the properties I applied to the holder and spiral.
This is what the result I get
If anyone knows how to fix this or another way to do this(using cloth modifier)??
blender file   https://drive.google.com/file/d/1YIemo8rG1_8VPg3fQkBWYFiUwLeDPf6f/view?usp=sharing

Have you tried the usual suspects: Applied all transformations, checked face orientation? Maybe it's too heavy for the size? How big is the model? The collision often is really rebellious.

please provide blend file

blender file is in above link

It looks like from the first screenshot that the hose is already intersecting itself. That’s basically begging for soft body physics to go wrong.

Besides the problems mentioned in the comments, there is something wrong with the spiral. The softbody simulation is very slow for some reason. The recreation of the softbody physics didn't help so I recreated the curve itself. (created a spiral with the Extra Curves add-on, set Bevel > Depth in the settings, rotated, and scaled it a bit). This fixed it.

Figuring out the right parameters for the simulation is always a guessing game.
Let's begin with the mount (Plane). Since you modeled it in the real-world size you need to lower the values for the Thickness Outer and Inner in the Collision settings. I've also doubled the Damping to calm down the hose (else it wiggles around):

In the Softbody settings for the hose (Spiral) you need to lower the Mass (0.1 kg). Too much mass lets the hose break into the mount. Too little mass makes the hose float.
Check [X] Goal and set Damping to a value between 5 and 15. This will make the simulation a "slow-motion" animation but "tames" the wild hose.
Edges has no changes at all. But check [X] Self Collision. The Ball Size value (0.035 m) is very important and depends on the model size. If the value is too high the hose parts spread apart/"explode". If it's too low it intersects.

For Comparison

These models are roughly 9 times bigger and the values for the settings are higher as you can see.
The left one is a Cloth simulation (Leather preset with 0.2kg mass). It's slower than the Softbody simulation and requires that you convert the curve into a mesh but looks more similar to the reference. Because it's stiffer you need to model the end of the hose straight before the simulation begins so that it hangs loosely.
The softbody simulation is rather noodle-like.


text:
scale in one direction in blender doesn't work
in blender 3 , there is some times that scale in one axis just doesn't work seams like some times it wanted to keep the scale uniform , of course i have to apply rotation and scale to be able to scale that specific object in one direction again , any thoughts about that why is this happening ?
The scaling is happening in object mode , i will add a GIF evidence as soon as i face this again .
ok this happens in linked and rotated objects mostly :

Are you scaling in Object Mode or Edit Mode?

@ChristopherBennett The scaling is happening in object mode , i will add a GIF evidence as soon as i face this again .

Uneven scaling will not work if the object is rotated, because it requires shear. It is not supported in object mode. So only scaling in local axis is supported.
This is the message from Ton Roosendaal about this problem:

Blender objects use three vectors (loc, rot, size) to define matrices.
These matrices are always generated based on that. The obvious benefit
is for animating loc/rot/size values :) For tools we have to map
matrices back to loc/rot/size, that's the problem.
This issue is as old as Blender, many have tried to fix :)

i did test this in another software , and it was able to scale the rotated object , and did you mean this is a bug or something ?

This is known limitation. Blender was designed not use shear in object mode

why is that working when i apply rotation ?

Because in this case local axis meets global axis.

this is beyond whats my brain is capable of

This is simple. Then Local axis and Global axis meet, it is ok. If not - you just scale in 3 directions or use local transform instead global.


text:
How to instance VertexWeightProximity before shape keys using geo nodes?
how can i instance VertexWeightProximity before shape keys using geo nodes? I want to animate the process (ShapeKeys ONLY) thru geo nodes because currently VertexWeightProximity modifier won't apply before shape keys, how can i turn around this using geo nodes?

Edit : or if we can morph geometry using nodes to another shapekey we can achieve this

i think you are asking wrong. You should ask "how can i achieve such an effect" with geonodes. Because instead vertex weight proximity you could use the geometry proximity node...or did i miss something in your question? is this the effect you want to achieve? your gif?

You definitely didn't read the question title i guess , i want  wvp modifier to act before shapekeys so i can make parametric stuf , i think this is 100 percent possible to trick the software thru geo nodes ( the same thing possible to do with svrchok )

Should not be possible due to the fact that Geometry Nodes is a modifier also.

@Crantisz NOPE , shapekey think ( shape transformation ) can happen inside geo noder

It is not implemented, you can try to convert shape key to vector attribute using Python though.

@Crantisz and i know nothing about geometry nodes thats why i asked it here

So you've asked about how to use it in geometry nodes. I don't know the way without using some python.
Let's suppose that I have a grid object with a shape key:

Foremost, we need to convert data from shape key to attribute so that Geometry Nodes has access to it. To store the data, I created an attribute, type - vector, domain - points:

Data is accessible for edit using Python. I wrote a script which converts shape key to vector attribute:
import bmesh
import bpy

me = bpy.context.object.data

# this line works only in edit mode, make sure that you're in edit mode.
bm = bmesh.from_edit_mesh(me)

# put the name of attribute here:
ea = bm.verts.layers.float_vector['MyVector']

# put the name of shape key here:
sk = bm.verts.layers.shape['ShapeKeyName']

# We get coordinate of deformed vertex and subtract
# the original coordinate to get the difference:
for v in bm.verts:
    v[ea]=v[sk]-v.co

bmesh.update_edit_mesh(me)

Once you've got an attribute, it is relatively easy to use it in the geometry nodes:

you deserve accept as answer my friend i liked your answer ❤, but i want to keep it simple , i do have two objects i want to morph them together ( by keeping the topology) the same thing happens in shapekeys how can i implement that in geometry nodes ?


text:
Blender Handlers in Addon to trigger an IntProperty change
I just learned that Handlers can be used to trigger certain events.
I have an IntProperty that is used as an index and when it changes I want to trigger a function.
I have been messing around and tried this:
def msgbus_callback(*args):
    # This will print:
    # Something changed! (1, 2, 3)
    print("This Function will do stuff When custom_index change value", args)

def register():
    bpy.types.Scene.custom_index = IntProperty()

    owner = object()
    subscribe_to = bpy.types.Scene.custom_index#bpy.context.object.location

    bpy.msgbus.subscribe_rna(
        key=subscribe_to,
        owner=owner,
        args=(1, 2, 3),
        notify=msgbus_callback,
    )

However this does not work. How do I implement this in "The bigger Picture" that meaning my big addon that uses classes and such to change this IntProperty index frequently.
I want this to start running everytime Blender starts as well

Try this example which will create a panel called Test Panel where the addons usually appear with a Number Stepper (or Spinner Box) from the IntProperty. Whenever you change the value it executes the callback function named update_value_callback
import bpy
from bpy.types import Panel, PropertyGroup, Scene
from bpy.props import IntProperty, PointerProperty

class MYTEST_PT_Panel(Panel):
    bl_idname = "MYTEST_PT_Panel"
    bl_label = "MY UI"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Test Panel"

    def draw(self, context):
        col = self.layout.column()
        col.prop(context.scene.placeholder, "inc_dec_int", text="stepper")

class MyPropertyGroup(PropertyGroup):

    def update_value_callback(self, context):
        print("update value =====", context.scene.placeholder.inc_dec_int)

    inc_dec_int: IntProperty(
        min=1,
        default=1,
        step=1,
        update = update_value_callback
    )

classes = (
    MyPropertyGroup,
    MYTEST_PT_Panel,
)

def register():
    from bpy.utils import register_class
    for c in classes:
        register_class(c)
    Scene.placeholder = PointerProperty(type=MyPropertyGroup)

def unregister():
    from bpy.utils import unregister_class
    for c in reversed(classes):
        unregister_class(c)
    del Scene.placeholder

if __name__ == "__main__":
    register()

I tried this and This is very nice. However my intProperty is not something that shows anywhere. it's simply put a variable that "keeps track" of the current value that is used as an index and the only way to change it is through various methods that adds and removes. this resulting in the intProperty in question to increase and decrease

oh. are you planning to use bpy.types.IntProperty or bpy.props.IntProperty ?

Hey I just realized the "update =  func" in the intProperty() from Harrys code. This was something i didn't find ANYWHERE. this solved it since it will jump to the assigned function when the property updates! All i had to do was to write bpy.types.Scene.custom_index = IntProperty(update = 'function') and it did the trick. Thank you

oh yeah, true it also has the update property! glad that helped :)


text:
How can I control Image texture's frames with a driver?
I'm a new blender user. I'm trying to drive the Frames field (set as 60 here) of an Image texture node to control the speed of a GIF with some custom properties.

I've already tried creating a driver on the Offset field but this is not doing what I want and I can't create a driver on the Frames field.
Is it even possible to add a Driver on the Frames field? If not, is there another way I can do this?

can you give more details as to the expression relationship you want? like if frame is at 60 what value should appear at offset? and if frame=30 what value should offset be?

I think I didn't express myself well, in the end I want to drive 'Frames' from a custom properties of a bone or an object without changing the 'Offset' value.

You can right click the Frames field and select Copy as New Driver. Then right click Offset field and select Paste Driver

Right click Offset field again and select Edit Driver and change the Driver Type to Scripted Expression. In this case, the default Expression is frame_duration, the variable representation for the Frames value (60). Here expression means Offset equals Frames but you can change this Expression to anything you want like sqrt(frame_duration)+10 or any other Math expression

First of all thanks for answer, the problem here is that I don't want to drive the 'Offset' I just took it as an example to show what I wanted on 'Frames'.

oh sorry the question was confusing. unfortunately you cannot add driver to Frames and Start Frame. only Offset. Your only course of action would be writing a python script in Scripting Tab

Right click Frame field and select Copy Full Data path to get the python expression to set this field and use it in your python script.

Yes that’s what I thought I will work on that so ! Thank a lot :)


text:
Why are my donut sprinkles so small?

I'm following the donut tutorial by Blender Guru. I'm struggling with the sprinkles which do show up on the icing but are way smaller than the cylinder I made. It almost looks like dust. I searched and checked almost every similar question and anwser online to no avail. Any ideas how I can resolve this issue?

You can try applying the Scale of your Icing object (Ctrl+A/Scale) (you'll need to adjust the Thickness of the Solidify modifier). An other solution would be to adjust the Scale parameters of the "Instance on points" node.

hi adjusting scale parameter solved my problem thank you. blender is a sophisticated tool for me since i am a beginner, and your anwsers gave me lot of help

...that's the hundred thousandth question regarding this donut tutorial :D ...and many fail because of the same problem. I've never seen the video, but I'm afraid it doesn't seem to be a very good tutorial video. However, the question here is definitely a duplicate, and there are many answers here on BSE that answer this exact problem in different ways. The answer, in a nutshell, is to simply apply scaling to the objects being instantiated.


text:
localview changes viewport in blender , how to disable it?
H i , Local view or ( / ) hotkey changes view port (zooms out or in or rotates the scene) , is there any way to disable this behavior ? I want my viewport to remain still when im working .
It is cool though but in some situations it just not needed .

Yes.  There is an option, 'frame selected', that you can change in the shortcut by going to the keymap panel of preferences and finding the Local View shortcut:

"Frame Selected" may be "grayed out" but if you click on the checkbox to unset it, it will deselect.

I must speed up my image editing... :^)

Who did it first ?  can i leave this one to staff or community to accept the answer ? thanks both of you btw

@user256371.  According to the "answered N mins ago" tag on the answer I was about 6 minutes faster than John, but 'accepted' should go to the best answer, not the quickest, so if you think John's more comprehensive answer was better you should award it to him rather than me.

You can give that one to @Marty Fouts since he beat me by 6 minutes. :^)  Incidentally his final comment about leaving it enabled for one of the shortcuts doesn't seem to work as I mentioned in my answer! That's why it took me so long as I was checking how it worked!

@JohnEason if my answer is less comprehensive than yours, then you should get the check.  Meanwhile I'll remove the erroneous comment.

@MartyFouts No problem. It looks as if both entries should be enabled/disabled together so that seems to be a display bug!

@MartyFouts can i ask you please consider comments below this answer as an exception and not to remove them cause this becomes a kinda of diary for us

@user256371 I don't understand why you are making that request.  The only comments I can remove are my own and I haven't done that.

You can disable the framing (zoom, etc.) in the keymap editor. Search for local on the Edit > Preferences > Keymap Tab and uncheck Frame Selected under either of the Local View Keyboard entries as shown below.
I suspect there might be a bug there because I'd have expected it to only disable that action for one of the keypress types (main keyboard or numpad), but in fact unchecking either will disable framing for both although the other one is still checked.

I saw the answered time , and it seems like martyfouts did it 7 mins faster , although your answer was more comprehensive , and very much thank you . ♥♥♥


text:
How to use Glossiness reflection pbr materials in blender?
The title say's almost any thing idk what is the proper way to use these PBRs ?
i just don't know how to use these im trying to achieve to right result

Diffiuse

Glossiness

Height

normal

Reflection

First of all I would suggest to set the Metallic slider to 1.

I can't easily read the titles of your images, but for the glossiness map, change the color space to non-color data (currently sRGB) and then subtract it from 1 using a math node. Connect the output of the math node to the Roughness input of the BSDF.

@GordonBrinkmann Believe me i did that it's not gonna be the same , thanks for your advice , i also uploaded those textures if anyone can make the final result

@ChristopherBennett it is not just glossiness value or map there is ton of maps that idk how to use them inside blender

Related: https://blender.stackexchange.com/a/174461/78972

@JachymMichal checked it out but the final result was clearly different in there too

I would connect them like this - blender is set up best to use metal/rough workflow, but can accommodate a smoothness/glossiness workflow with some adaptations. The main modification in the graph below is the subtraction of the Gloss map from 1 to make it "familiar" to a roughness input (as roughness is essentially inverted gloss). The reflection map can be omitted - As far as I can tell, it's responsible for some kind of specular tint, which blender usually provides VIA a metallic factor - so if the object is meant to be metallic, set it to 1 (pictured below), else, leave it at 0.
All maps except subusurface color, basecolor and emission should be set to Non-Color Data. Normal map textures must be run through a normal map node, and Height textures must be run through the height input of a displacement node (or bump node in the absence of a Normal Map).

EDIT - another (less conventional but functional) way of setting this up is to omit the Diffuse texture alltogether. Then, use the Reflective map as both the Basecolor and Specular Tint (the second barely makes a difference, but there is a difference nontheless). The mapping node has the scale set to be 4x4 because it seems to match your reference photo better.

NOTE - Based on the types of texture maps associated with this material, I'm guessing it was made in VRAY (or some other similar raytrace engine). Regardless, if want to see it as close to the original as possible, you must use Cycles (not EEVEE). Even still, it may not be perfectly identical to the VRAY render.
Additionally, since I believe this material may have been made in a VRAY based editor, it is possible that the Normal Map was made for DirectX based renderers, where Blender uses OpenGL. The method for converting a Normal map from DirectX to OpenGL is shown below.

Also remember that the look of the material is very much based on the HDRI being used. Since this looks best in Cycles, but blender uses a version of EEVEE for the Material tab, you can only view it correctly in Rendered Preview mode, using some HDRI you add yourself.

thanks for your effort but the result isn't true/same as the final render above im searching for a true look

thanks for your effort but the result isn't true/same as the final render above im searching for a true look

I added an edit to my answer with a different setup.

very thanks but this is still isn't what i wanted , i mean you should use all the maps including diffuse , i have received a 1tb texture pack , and they're all look the same isn't there a traditional way to truly use all these textures ? reflection map doesn't have color for all materials , i mean they all needed to be used .


text:
File browser delete
Is it possible to delete files within blender itself? (folders, images etc)
I see it on youtube videos and i wanna know if that is possible (I hope not)

Do you mean if you can delete other files not familiar with a blender from the blender File view? Of course, you can, you can create new folders and delete as well(folders and files). Or do you mean remove images from Blender that you inserted in Blender before?

Delete files in fileview I mean to Say. In gimp user cannot delete folders in fileview but why users can remove files in blender?

Yes you can, just use your right mouse button and you will see the option to Delete selected files, shortcut is the key X

I'm worried because maybe I deleted the wrong files or folder where my family pictures are there.

Well, that can easily happen, that's why you should always take care be cautions or backup files

Will it come to the bin in windows or it will direct deleted?

Moves it to the recycle bin (at least under Windows).

If not would look into other methods of file recovery for your OS ASAP.

Ok thank you for your answers


text:
Sequencer / Linking and updating strips
I'm trying to make a dynamic editing of several strips, but 'im facing two problems to make it work :
1 - I put all my strips (blue ones) end to end. I would like to be able to modify the file of each strip, the content and even its time (longer for example), and that those modifications are effective in my editing file into the sequencer.
In my video editing, every strip (or shot) contains a specific video file.
This video file is a playblast from another blender file (I have one .blend for each shot, and so one playblast.mov for each shot, and I update the same .mov file if I have to add modification), but I sometimes need to extend the duration of some shots. So their playblasts are longer, and I would like them to update automatically into the video editing (another blender file).
But for the moment, they keep their initial duration (so they're cut), instead of automatically extend and push other strips.
The only solution I'm seeing for the moment, is to manually extend each shot related to a playblast with a new duration.
2 - I also would like to link sound and text to each strip, like in Premiere. For example, I always have shot 01, shot 02 and shot 03 : I want to link the sound of shot 01 with its video strip, so if I modify or move the one or the other, the other is also modified and follows.
Here is an example (text in purple, video in blue and sound in green)

If you don't know any solution directly into blender, maybe addons exist to do this kind of operations ?
Thanks in advance,
Okikoulpa

i am pretty sure Batfinger can make you a script for this in 10 mins ;)

Possibly, tho would recommend searching on the answers of @tintotin  or @3pointedit  who specialize in creating scripts / addons for the VSE

Press Alt while transforming strip(s) and the following strips will reposition themselves accordingly. Blender Alpha 3.0 have an Insert/expand mode to do this on all transforms without pressing alt.
Use the VSEQF add-on for link/parent functionality: https://github.com/snuq/VSEQF

--Thank you everyone.
@tintwotin , I have not tested the addon yet, but I think it's exactly what I waslooking for.
For my first question (1), pressing "alt" may be the solution for some cases, but it is not exactly what I'm looking for. I've updated my question with more precisions.

Does anyone have an idea to update strips ?