text:
How to move an object's origin to the center of its bounding box?
What I want:
I want to set the origin of an object to the center of its bounding box using a python command.
What I've tried:
bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS')

and
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

What happened:

As you can see, the origin isn't centered to the bounding box.
EDIT: I asked the same question as Get center of geometry of an object with the addition of setting the origin to this center.

The origin moved to the center of mass. It is now centered, where do you suppose the center is suposed to be. Do you mean the center of the bounding box?

iam talking about the bounding Box.

From Get centre of geometry, the local centre is (0, 0, 0) to move the origin,  subtract (transform) the new local location vector from the vert coordinate locations.

Have you tried setting the center to BOUNDS?
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')

It works on its own. But when I add it to my script, it doesn't work for some reason.  https://drive.google.com/file/d/1O_G_REJSVIRMu6ndof6ivK6QdJNtzxDk/view?usp=sharing

I noted that this can be further confusing if you have a group with joined geometry inside it.
objGrp = bpy.data.objects.new(scn.baseName, None)

if objGrp has children that have there own origin set wrong sleecting it in the view will still have the origin wrong while the group parent object might be fine.
In this case you simply need to make sure you've selected the internal object first and the same will apply.
So Center of Mass etc. will work as expected on the kid too.
Here we see this situation where a bunch of generated objects are joined and then have the center set. Still maybe you want to loose the parent object at that point but it's just an example of how the Question poster (or others with this variation) might have not see the desired effect.
obs = objGrp.children
ctx = bpy.context.copy()

ctx['active_object'] = obs[0]
ctx['selected_objects'] = obs
ctx['selected_editable_bases'] = [scn.object_bases[ob.name] for ob in obs]

ob = bpy.ops.object
ob.join(ctx)
obs[0].select = True
ob.origin_set(type='ORIGIN_CENTER_OF_MASS')


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Particles are not dropping down in blender 2.8 beta
I am creating a scene in blender 2.8 and I want raindrops in that scene but when I use a particle system to simulate raindrops, all drops are going in different directions rather than dropping down.

That is odd. You could try going (in the Particles panel) to Physics/Deflection and defining the Collision Collection as the collection that they are in, e.g. road, to make sure they aren't interacting with something in another collection.

Does the scene properties have gravity turned on and a z-value? Is the physics type set to none? Is the gravity field weight set to 0.0?

thanks for your support but the problem is now gone, it occurs because of a force field.

Hi guys, I'm having the exact same problem now. I'm trying to let snow fall inside an 8 cm glass sphere. All values mentioned by @sambler are checked. Gravity on 1, physics Newtonian, gravity's on and has a negative z-value, but nothing's happening.
Could this be a scale problem? I set Normal to -0.011 m /s, since they're supposed to fall that far in one second (may have to turn that up once I can see things happening). Particles are scaled 0.012 of the original size, which looks about right. But nothing moves when i hit "Play". Could there be any setting I'm missing?

source: Stack Exchange

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

sort: votes


text:
Blender crashes with GPU installed
On a recently assembled computer, attempting to run the BMW Benchmark using CPU render causes the screen to flickers after a few minutes and blender crashes, while using GPU render works fine. After removing the GPU and installing Intel Integrated Graphics drivers, the CPU render completes normally. I think that it could be the Nvidia driver version 398.82 which is causing the issue. Does blender recommend a specific driver to use?
Specifications:
i7 8700K stock speed
Gigabyte GTX 1080 Ti
Windows 10

Same problem here. The solution is simple, just reinstall windows. I use i7 6700K, Gigabyte 1080ti (aorus extreme edition), after reinstall everything works fine, with all the fresh drivers.

That's a little extreme. Generally a graphics driver re-install is enough. OP should try that first. Windows 10 is notorious for having issues with all kinds of software unfortunately.

I would hardly call it a "simple solution." Bit drastic. That's like getting a new phone because you lost a call.

This should not be marked as an answer. There is simply no need to "reinstall Windows" whenever you run into a simple problem. It never was and it never will be the correct solution.

If you had internal GPU and dedicated GPU then something is wrong while detecting the GPU.
Disabling and re-enabling the dedicated GPU would solve the issue.
I hope this helps you

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


text:
Decimate vs. Retopology
I'm about ready to finish my high poly human model, and I was wondering why I see so many people using reotopo tools for reducing poly's on meshes as opposed to decimating. Using a decimate modifier seems so much easier and in the Youtube videos I've watched decimation performs comparably when accepting normal maps. Am I missing something?

If you do not intend to pose, animate or add subdivision to your low poly, then decimate should be fine. The topology that decimate produces is generally unsuitable for any of these tasks. Some software has automatic retopology (e.g. 3dcoat, zbrush), however even this is imperfect and an ongoing area of research.

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


text:
"Drop Over" a higher channel in Video Sequence Editor
Let's say I want to edit a video made of with 50 strips which replace each other with some fading between each strip. Because two consecutive strips will overlap, I put each next strip in a higher channel, use "Over Drop" and opacity (from 0. to 1., or the reverse) with keyframes, and it works fine. But Blender is limited to 32 channels and I do not know how to include the 33th strip. I guess it is possible to put it in channel 1 and not use "Over Drop", maybe "Alpha Under" or something? What should I do? What is the best practice?

This is true if you are fade-ing the next strip over the last. Don't forget that you can also fade 'out' the previous strip as well, allowing you to place the next strip 'under' the first. No stacking problem then.

Where is only 3 channels needed to make unlimited count of fades. Use Cross or Gamma Cross for creating fade effect:

And you don't need to use keyframes in this case, fade effect will be from start of one strip to end from other strip.

And channel position doesn't matter, first and second strip sets up not by top and bottom order, but by selection: first and second selected.

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


text:
What is difference between poke face and triangulate face in 3d modeling
Can anybody explain what is difference may be it's at geometry level and operation of it and what possibilities are in both tool for better explanation

Poke face is on the left, Triangulate is on the right. Appears that Poke ends up with a vertex in center of the face and Triangulate ends up with just an edge.


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Edge loop select does not work!
I have a problem i cant select edge loops. I have already reinstalled Blender and restored factory settings.  Alt+RMB and Select->Edge Loops dont work. Any idea why?(i am running it on Win10)

loop select has been around forever, so it's not a bug, it's probably your mouse (or alt key on keyboard), have you tried swapping mice/keyboards.

Uploading one (or more)screenshots, and uploading you blend file to Blend exchange (or a similar site) woul be of great use to those who might want to help you.

You may be in Face Selection mode. See here: Can't Select Edge Loop - Alt + RMB is Failing

Loop select follows quads. A failure is often a useful clue to hidden edges.. doubles, other ways in which the geometry is not the way it looks

Can't select Edge loop (Alt + RMB is failing )
Try to turn off "Emulate 3 Button Mouse"
You can find it at:
-> File
-> User Preferences(Ctrl + Alt + U)
-> Input
-> Mouse: Emulate 3 Button Mouse(OFF)
-> Press "Save user Settings"


text:
2 rigs in one object
I would like to rig my object in the style of a two person horse suit.

So two separate rigs for one object.
I'll be using it for mocap later with two people.
I tried just putting two separate ones and simply parenting, but every time one of them gets detached.
Help is extremely appreciated!


text:
How to apply bevel evenly to an edge
I am attempting to add 'ridge capping' to a cone shaped octagon roof along each of the 8 edges using a method suggested to me in another post (How can I add framing timber to my octagonal tower). When I added the bevel the width of the bevel became narrower the closer to the top (point) of the roof.
I realise that this (hopefully) is controlled by a 'parameter' (width type?) but not sure and in attempting to correct what I 'set in concrete' during the add bevel it won't change. I have tried all the parameters for the bevel and could not get any to result in even sides.
Also after trying lots of things and running out of 'changes history' (eg use of ctrl Z to remove all changes) I tried to remove the edges created by the bevel selecting them and using 'dissolve edges' which removed them but it seems Blender somehow 'remembers'? where those edges are as when I tried to use bevel again I could not make the width wider than what I had previously done eg entering width as much as 2m the width would not go any wider - see image below where I have entered width of 2 meters and it is still narrow. I am only concerned with the upper (conical) roof.
So two questions very related.

Since no-one else has answered this, I don't think you're going to be able to apply a constant width bevel when one end of the edge ends in a single vertex which connects to several faces.   As far as your other question is concerned, you've dissolved the edges of the bevel but the two vertices at the bottom end are still there, as is a single one underneath as you will see if you go into Vertex view. Those two are causing the problem when you try to bevel again. You can dissolve those in Vertex mode as you did with the edges.

Thanks John for taking the time to answer. I noticed that the (vertical) edges end at a very small octagonal face (I didn't merge at center) which appears (to me) to prevent the width of the bevel going wider at the top. I selected that face and scaled it slightly larger and then I was able to apply bevel of the width I wanted and which were constant. I should have noticed that before. Thanks again.


text:
Symmetry in sculpting
I have a object that looks like this:
But when I change the wiew angle it looks like this:

How do I make it symmetric from both numpad1 and numpad3 wiew?
(So it looks like st image from both sides (round))
I know that I am pretty bad with explaining.....

Radial Simmetry
At the moment you are using only X simmetry. If you would like to sculpt the same thing in multiple directions, you should go for radial simmetry.
Just try to increase the number of Z iterations in the Simmetry panel:

You could also activate both X and Y simmetry to achieve a perfect mirroring on those axis too.


text:
Is there a substitute for poke face option in Blender 2.65?
I have been trying to make a dice watching a YouTube video and in that they are using Blender 2.81a. However, I cant afford it as my computer doesn't have the required graphic card and processor (can't buy a new one for this because I am not a professional, just a beginner). So I have been using 2.65 as it is the one which works best in my computer. When I was making this cube, there was a need to make a poke face. But I cant find that option or any other any option to do it. Please help...

AFAIK version 2.79 should run on same hardware as 2.65 and has the poke faces operator.

Is Blender 2.8 really more resource hungry than 2.79 or 2.65? I'm occasionally running it an an old Thinkpad with Intel integrated graphics and I would even say it got a little more snappy with 2.8.

Hi
Thanks @batFINGER your idea worked I was able to use 2.76b ( not 2.79 because they asked for more graphic card and something I didnt undersood ) But I got the poke face so Thanks

If @batFINGER's suggestion doesn't work for you for some reason, then, with Pivot set to 'Individual Origins', in Face mode you can I inset all your faces a little way (or by no distance) :

.. With 'Individual' checked. (This illustration has to be in a later version, but your adjustment should be available in the T toolbar region.)
Then S0 you should be able to scale all faces to 0, followed by the old AltM > B .. or W menu .. 'Remove Doubles'.

Thank you  before I downloaded the 2.76 I tried your method and it worked as it was needed even though I had to do all individually but I was able to do it so Thanks


text:
How to modify the uneven space between separate loop cuts, while they are already cut?
While I noticed how to entirely remove edge loops (by dissolving) and simply creating them anew.
I'd like to know if there's a way to modify the amount of space between each and between specific of the CTRL+R cuts without cutting anew?

The shipped add-on Loop Tools > Space will space a selection of vertices evenly over the selected range on a single loop. To space the parallel loops in the same move, make the selection on one loop, as shown, and check 'Parallell (all)'. If the points lie on a curve, the tool can make a cubic interpolation to approximate the new positions of the moved points, if you choose.

An edge loop is an end-to-end chain of edges on one side of one, or between two, chains of quad faces. It's what you get when you Alt right-click a single edge in Blender. Alt right-clicking is a good way to test that your mesh is well-formed. If the selection doesn't run where you expect it to, it indicates there is something wrong where the selection stops or diverts; a double vertex, or internal face. (An edge ring is a set of parallel edges along a chain of quad faces - it's what you get when you CtrlAlt right-click a single edge).
In your particular case, you would make a selection of vertices like the ones circled in yellow, all on a single loop. You can probably make that selection more reliably in vertex mode. With 'Selection' set, those vertices would be spaced evenly along their edge. With 'Parallel' set, the vertices on parallel loops (the visible ones circled in red) would also be spaced evenly in their respective ranges.
If you select vertices on another loop, such as the ones marked in red, the tool will fail - it won't know along which loop you want the vertices to be spaced. Horizontal, or vertical?

I found how to disable it but I can't find the correct button or window with those tools. How do I use that addon? - What does "cubic interpolation" mean? - and what if I want to chose the width of the space make it thinner or bigger?

2.76, but I found the addon, it wasn't enabled so that was the problem. However.... it doesn't work, or I'm doing it wrong? space twists it unbearably, and parallel all makes it the tower of Pisa https://i.postimg.cc/J4TZXZjW/sga.png

https://i.postimg.cc/W113MyT9/sfa.png Still not working :( although I didn't do that "T tool" 3d view thing? Where is it and what do you mean?  Unless you mean to chose parallel on the left sidebar, which is what I did from the start anyway. Also I have a reason why I use 76, don't ask why, It'll spark irrelevant discussion that I hate to have :/ but tnx

@Pf22 Carefully study this hint again select verts on one loop. Look at Robins screenshot to check, which vertices to select during the operation.

@RobinBetts The first image is selection, but the one next to it is how it looks with parallel. I'm sorry guys, girls, I don't understand what to do. I wish I did. What constitutes as one loop? I tried the top and just one side this time but it still twists them like the tower of pisa, and when I just select one edge it gives me an error (because it isn't a loop I imagine). https://i.postimg.cc/sfpfhzdP/hwa.png

here's another picture of an error https://i.postimg.cc/PJ8SPyFK/gaw.png

I removed doubles-14 vertices, also everytime I try an option I load up a save. Still, what you edited is what I'm doing the whole time, by selecting those vertices the whole "part" of the object (sticking out of the roof) gets selected and in turn it looks like this: https://i.postimg.cc/kGgyktZN/hde.png wish I could just record a video to show you. I clicked each dot and the dots on the bottom (btw the cuts extend under it, it's just visible in wireframe or transparent mode. Either way,whether I select all those dots you showed or select even ones at the very bottom It still does the same :(

If you have teamviewer I would let you into my pc so we see what's happening? if you're up for that

I've had to be afk ...@Pf22   Easier and safer to share your file on https://blend-exchange.giantcowfilms.com .. PS.. it might be a good idea to delete some earlier comments, just to tidy up.

@RobinBetts I want to leave every comment, I speak in the name of all newbies when I say that it's nice 2 see the trial and error. But Thank you, really thank you for the help because now I somehow managed! :D I ran through various of combinations, but what I might've done is not tested one. Maybe I did but I didn't remove doubles in that situation, yet did remove doubles in other situations. Here is my process: https://www.youtube.com/watch?v=DydXH9vxufo 4:50, I am curious about 1 thing. Why does an error pop up on 8:00 and not on 7:50 when I did the same thing just on the opposite side?

@Pf22 .. Glad you got it working. I hope to get clarification for future readers into edited answers, and out of the commentary.  I've expanded the answer with a description of edge loops. Note at 7:46 in your video, you can see 2 vertices on the near side of the tower connected to 1 (or 2 coincident) ) vertices on the far side. This is not a well-formed loop, and needs repair. I suspect it's the reason for the asymmetrical failure of the tool.

@RobinBetts Thanks :) Wait, how does that happen? Those can't be doubles as I didn't really do much there. So why when I grab the vertices does an extra dot exist? Also that's not the reason, I checked if the same exists on the opposite side when I use G and the same thing happens, yet the error only pops up if I use loop tools on the other side, so what's up lol.  As for the edited answer, "chains of quad faces", so you mean two vertices forming a line on a face? or on the 3d surface of an object? doesn't it work with triangles too? or uneven circles as well?

Quad just means 4 sided, so strips of them in the topology have an unambiguous  'along' direction, and 'across' direction. Just play with it for a while on a subdivided plane, alt-selecting, ctrl-alt selecting, face mode, edge mode, vertex mode.. merging a couple of verts to see where the selection goes/stops. It's pretty important, in poly modeling (in any application) to understand loops and rings well. @Pf22

Yeah but I don't even get how the extra dot is there in the first place hah


text:
How can I create a dried glue substance?
I'm creating a static model of a DIY gun, and would like to add a thick
line of a dried adhesive/glue substance. It should look like it has been squeezed from a tube, or glue-gun, with a similar consistency as the glue in the image below:

What is the best way to model the shape of the glue line?
Here's a screenshot of my project, The yellow rectangle indicates where I want the glue to sit, in the gap between the wooden plank and the metal pipe:

will glue added with the DIY gun in an animation? Or is it a still image and you are just looking for a way to model the shape of the glue line?

Hi, Matt.. agreed .. it's important to know whether this is intended to be an animation.

the material seems pretty basic, a white color with a low Roughness?

@Blunder thank you, I've edited my question. I want to know the best way to model the shape of the glue line - no animation required.

I would use a cylinder or a Bézier curve converted to a mesh with enough resolution and then add a Displace modifier with a Cloud texture. The specific settings are up to you, tweaking the results until you like the look.
To get more variation you could also use two Displace modifiers, one with a larger cloud texture and one with a smaller texture. Or also add a Subdivision Surface modifier for finer details. But that is all dependent on personal preference.
Basic mesh object:

Basic modifier setup:

Possible result:

Thank you so much - this is exactly what I'm looking for.

You're welcome. You could also experiment with other textures than Cloud. This answer is just for the general idea.


text:
How to get Volumetrics with the Lightning Boy Shader
The Lightning Boy shader means that you can get specific controlled colours through its use of colour ramps and RGB spliters, but since all the lights before going through the shader have to be either Red Green or Blue, it means if you want to do volumetrics, you'll always only get Bright saturated Red Green or Blue haze around the lights, instead of the intended colour.

A way to fix this is by Faking the Haze around the Light using Spherical Gradients, Use a Spherical Gradient node and plug the mask into the Fac of a colour ramp node, Black with represent no haze, and anything else will represent the colour of the haze that will form around the sphereical gradient. then plug this into the Volume of the Material Output.
place the empty the spherical gradient is tracking in the same positon as the light (press tab on the spherical gradient node to know what the empty name is or assign a different empty) and change the colour on the colour ramp to the colour of haze you'd like around the light and your done.
if you want multiple haze colours or haze locations, simply duplicate the node setup, assign a new name so not to change the previous gradient, and assign a new empty, then plug it into a basic mix shader node with the previous node and there you go, multiple custom colours and haze with a lighting boy shader.


text:
'Child of' constraint not working on armature
Basically i am trying to make some first person shooter animations and i just can't get the child of constraint to work,

As you can see, i tried setting the constraint on the right hand so that it would move/stick with the gun but it did not work. I'm still new to blender and would appreciate a solution

Please share your file. I want to test a theory. https://blend-exchange.com

The hand bone you're trying to constraint is a connected child of another bone, so it isn't free to move.
Try to do the opposite, and make the main gun bone a constrained child of an appropriate hand bone.
After settign up the constraint, press its "Set inverse" button.


text:
Measurement and dimension is off
My object measures 300 mm high but in the dimensions it is registering at 151mm. how  do I make them matchup? why are they different?

Please add screenshots. Especially the sidebar. There can be a few different reasons as to why your model is doing that.

(Please don't use all caps .. it's considered shouting, here) Maybe even share on https://blend-exchange.com/


text:
weird behaviour when rotating or scaling pbjects using curves and bevel object
I have two objects and I am on v3.4.0.
a default BezierCurve (top, adjusted to be straight) and a BezierCircle (bottom), the BezierCurve bevel is set to the object BezierCircle.

If I rotate the BezierCircle in Object mode and apply its transformations the bevel of the BezierCurve changes. This effect isn't expected and makes no sense to me.

If I rotate the BezierCircle in Edit mode the bevel changes without having to apply the transformation (since that option isn't available). This effect isn't expected and makes no sense to me.

If I scale the BezierCircle in Object mode or Edit mode the bevel of the BezierCurve changes. Applying transformations does nothing. This is desired and makes sense to me.

If I rotate the BezierCurve in Object mode or Edit mode no changes to the bevel are made. This is desired and makes sense to me.

If I scale the BezierCurve in Object mode the scale of the bevel changes, applying transformations does nothing, except change the scale number in the scale transform menu. This effect isn't expected and makes no sense to me.

If I scale the BezierCurve in Edit mode the scale of the bevel doesn't change. This is desired and makes sense to me.

If I rotate the BezierCurve in Edit mode or Object mode and apply the transformations no changes to the bevel are made. This is desired and makes sense to me.

A combination of these behaviours make it difficult to 'sync' up your curve and bevel objects (in terms of size/rotation) to give predictivity when editing the points of the meshes.
Is this a bug or is there something about how the bevel works that I'm not understanding?

I hope you don't mind, I've numbered your observations.
Referring to your curves as 'profile' and 'path', and defining some terms:
The Object-space of your profile is measured along its own object-axes, as transformed in Object Mode. You can display its object-axes in its Object tab > Viewport Display panel.
The Tangent of the path is determined by the path itself; its approximated direction at any point.
The Normal of the path at Tilt: 0° is determined by its 'Twist Method', and 'Smooth' settings. The Normals can be further rotated about the Tangent with the Tilt of individual control-points.
First, the rotations:

The Object-space Z of the profile is always directed down the Tangent of the path.
The Object-space X of the profile is always mapped to the Normal of the path.
The Object-space Y of the profile is always mapped to the vector perpendicular to both the the Tangent and the Normal of the path. (their cross-product)

These points are the rationale behind your queries 1,2,4 and 7. The rotations are dependent on the internal geometry of the path, irrespective of the path's coordinates in its Object space. Your query 1 in particular: when you apply the transforms of your profile, you reset its object axes to align with World XYZ, leaving the geometry behind, which changes the Object-space coordinates of the profile's geometry.
.. and translations..

The profile's object-origin is always mapped to lie on the path.

... and the scales, which may, at first sight, seem anomalous...

The scale of the profile's mapping in XY is its visual scale, after its object-level transforms, (multiplied by the path's interpolated control-point Radius, at any point along it.) This preserves the profile's status as an object, despite being part of the geometry of the path. It means the path's diameter can be animated, by changing the profile's X and Y scales, in Object Mode. (Your query 3)
Scaling the path in Edit Mode is just changing the positions of its control-points and their handles in its own Object-space, as if you moved them all yourself, by what just happens to be a scale transform, so you wouldn't expect the bevel-radius to change.(Your query 6)
Scaling the path in Object Mode is scaling the path's Object-space itself, taking the entire contained geometry with it. That's consistent with Object-level scaling of any other geometry, curve or mesh, in the system. This is what you would expect.. a bevelled curve-converted-to-mesh behaves in the same way it would, were it a mesh in the first place. (Your query 5)
Applying the scale of the path presents a problem; you want the geometry's appearance to remain unaltered, (as it would for any other object), while baking the object-level scale into the mesh. However, you don't want to interfere with the profile. (It may be being used elsewhere, for example). Blender handles this by altering the Radius of the path, to compensate. That can catch folks out.(Your query 5,second part)

A TL;DR.. the expectation, or rule-of-thumb, here, is that Edit Mode transforms are for modelling, and Object Mode transforms are for animation. In particular, if people only ever scaled in Edit Mode during modelling, a lot of the questions on this site would disappear. Never again would we have to shout: 'Apply your scale!'

thanks! well explained - i think it will take some time for it to sink in though (and to adjust how i work)


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Geometry nodes, generate multiple circumcircles from given triads of points
I need to generate circle curves from a list of triads of points that come from an external object. Here I reproduced what I need form an arbitrary list of points generated by three bezier curves. I can generate a single circle using an integer index, but I need to generate as many as I want without replicating this cell N times because N can also be a parameter. Is there any way to do that? In the case showed in the figure I would need N=16 circles, one for each point in the sampled bezier curve.
Thanks in advance

PS I add a capture of the original nodes (here I replaced the bezier curves for the original nodes doing some involved calculation with matrices) and a viewer node showing the series of points generated for one of these nodes. There are three series of points like that and I nee a circle curve passing for each triad formed by the nth point of each series of points.

And I also added the original blend file here

How does the 'list of triads' associate the 3 points shared by a triad?

The first triad is generated by the first point of each of the bezier lines, here sampled using the input index=0. More in general I wan to be able to generate a collection of circles with positions and radii obtained from a list, or even better from a list of triads of points. Each of these points comes from a three different geometries. Thanks

Thanks! IMHO, I think you're going to have to give us a step back from here.. how the triads are generated, and presented to this part of your system. e.g Selected, somehow,  from existing geometry? Read from  a file?

Oh yes I tried to simplify because each series of points comes from a another node that make some involved calculations. I added a screenshot of the original nodes, the internal of the node projection is not important but it generates the series of points displayed by the viewer node. Each of the three projection nodes generates a similar series of points and I need one circle passing for each triad. For example the 10th circle curve is determined by the three 10th points coming out from each of the projection nodes. Thanks.

Thanks Robin, I suppose that the general idea can be understood even with the original nodes that are a stereographic projection of an inferse hopf fibration, so I attached the original blend file

absolutely fantastic and wonderfully solved, thank you very much Robin

GN Primitives expect constants, not field, parameters, so unfortunately, we can't create circles from points to order.
Instead, we can create the appropriate number of unit, un-transformed, circle-instances, and transform those to order, so each becomes the circumcircle of its corresponding triad of points.
This group, given 3 points, returns the centre, radius, and (anticlockwise-facing) normal of their circumcircle, using this representation of the problem:

It can transform the instances according to the points provided by your projections, transferred as shown:

With this kind of result:

I won't even try to understand this setup. I see the more complicated part generates the points, so maybe I actually could...

Hello, @MarkusvonBroady Hehe.. I'm ashamed to say I haven't looked up 'stereographic projection of an inverse hopf fibration', either, yet, that's OP's business... :D .. all I was looking for was the circumcircle of a triangle.

Thanks for this answer @RobinBetts, it works as expected an made me understand the basics behind how the curves are put together with geonodes. I still have some problems with the projections and some of the circles are not mapped as they should be, but probably is a problem from my side.

Blender 4
As of writing this, Blender 4.0 is in beta - theoretically it should mean it might have bugs but the functionality shouldn't change.
Using R.B.'s answer we can modify it to use the new Repeat Zone to generate multiple circles using the internal algorithm for circumscribing the circle:

this serves as both a generalized alternative on how to spawn multiple elements with varying properties, as well as a confirmation of Robin's math being correct:

(black is R.B., orange is mine answer, and the z-fighting means they overlap perfectly)
The low circle resolution shows discrepancy, I don't know if it's of any importance…

Aha! New opportunities for laziness!  Always welcome. :) I have to get my head round GN loops

@RobinBetts in a way, the introduction of the repeat zone strips the GN from some magic of having to come up with creative solutions under harsh limitations… Now that it's Turing-complete (it seems), it's just programming…

Loops.. I wonder what the implications are for current/planned parallel processing, and therefore performance?

@RobinBetts You're asking the right questions... I haven't tested it yet, but I expect some design decisions that made geonodes fast, are also incompatible with the stuff you would typically put inside repeat zones. The set position node is probably well optimized to take the array of data, put it on a stack (fast CPU memory), and iterate over it, whereas doing something like setting each vertex $x$ to previous vertex $x + 1$ inside a repeat zone is likely not only to copy that memory from RAM to CPU on each iteration of the loop, but also copy the entire array instead of just one vertex...

Thank you both for the answers, this second one of @MarkusvonBroady exposes the new potential of the simulation zone in Blender 4. I was doing this using Python but it was extremely slow, now I am considering to move to geonodes.


text:
How do I make vertices straight?
As you can see the vertices are crooked and at an awkward 3D angle, how do I straighten them regardless what position each vertices are at? Is there a shortcut?

you could use the knife tool

I first thought it was a "flat" mesh but it looks actually 3D, so in that case the knife tool, as suggested by Chris, is probably the best solution: Use K to activate, then Z to cut through. You can also try J to join the vertices.
If it was a flat mesh, you have an addon called EdgeFlow made by Benjamin Sauder that allows you to align edges (I don't know why align vertices/edges is not a default tool in Blender). Once installed, select the edges and press CtrlE (or header menu > Edge) > Set Linear:

I realize that your mesh is actually not flat, to cut through it with the knife, you need to press the Z key

I tried using the Z key but it keeps bringing up the shading menu.

I meant Z just after K  ;)


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Why does weight paint looking bad?
It was fine on the low poly version of my model but then it started acting up when I turned on subdivision modifier the weight paint looks like swiss cheese. Is there a way to fix this?
https://pasteall.org/blend/932561aeef314e9dbe14818fd3244823

Hello please share your file: https://pasteall.org/blend/

Looked at file.  It has something to do with your subdivision modifier.  TL;DR: don't worry about it, the weights are fine.  Should it be displaying this way?  Almost certainly not.  It's showing weights on unselectable verts created by the subdiv modifier, and those weights are inaccurate.  Especially considering that your subdiv is being evaluated after your armature (the weights on those virtual verts mean nothing.)  Probably a bug, possibly worth reporting, but it's not very meaningful.  Testing in 2.92 shows similar behavior but different.

If you report it as a bug, please link me; otherwise, I may report it myself.  Maybe not though, it's not a very important bug.

Thanks for the update so it's just a bug nothing to worry about? Then can you report it I'm not good at this technical stuff in fact this would be my first time.

Yeah, like I said, it's not a super-important bug, so you shouldn't feel bad about letting it be.  I'll think a bit about whether I think it's worth reporting (which will also give me some time to consider details to the problem.)

More examination.  Real answer below.

Your mesh is bugged.  I can't tell you how it happened.  I can tell you that it shouldn't have happened.  So it's a bug with Blender.
Let's open a sidebar and enter weight paint, then select a particular vertex and look at its weights:

That's a bugged out vertex group, as apparent from its display.  But look more closely at the list of vertex groups that this vertex belongs to: there are two different entries for Mid2.L!  And 2 entries for Mid1.L, and for Mid3.L, and maybe for some other groups that I didn't notice.
This should never, ever happen.  No operation should ever cause this to happen.  Blender ought to have sanity checks to prevent it from happening, but apparently it doesn't.  Vertex groups have a unique ID, but just like anything else in Blender, they should also have a unique name, and so a lot of functions-- like interpolation of weights following subdivision-- rely on that name instead of that ID.  And when the names are there twice, for two different IDs, bad stuff happens.
So, bugged.  But there's good news!  So long as you're willing to lose/redo your weights, this is easily fixable:

In object mode, in properties/object data/vertex groups, click on the vertex group specials (the downward pointing arrow to the right of the list of groups) and select "delete all groups".

Reweight your mesh, probably by parenting it to your armature with automatic weights.

Now, even though I don't know why this happened, this most definitely is a bug with Blender.  I plan to submit a portion of this object as a bug report.  I've seen duplicated vertex groups like this before, and having an object where it exists is hopefully enough for Blender devs to understand that it can happen, that it causes bad things when it happens, and that it can be prevented.
I've filed a bug report related to this at https://developer.blender.org/T93087 .


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How do I fix the thumb to make it move better?
Ok I got to ask. How do CGI animators make the thumbs on their character models move so fluently, and look good, the fingers are ok but the thumb is more tricky. Sometimes it's to long, and it doesn't have a knuckle bulge, or a plump under the hand I just want it to look like a human thumb, how do I do that?
file: https://pasteall.org/blend/559c31a48022402cade0f040ddaee231

Hello, maybe share this part of your object + armature so that we can give a try? https://pasteall.org/blend/

Did you get it?

Alright i think it worked now did you get it?

sorry, here you go https://pasteall.org/blend/559c31a48022402cade0f040ddaee231

In my opinion you are almost good, see what I can do with your current topology and armature:

It's this part that is probably not round enough, maybe you need to add topology and create a shapekey for when the fist is clenched?

Note that you could give a Copy Rotation constraint to your fingers so that you can clench the fist more easily.


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How do I combine two different meshs in edit mode?
Due to technical issues, I decided to merge the teeth and gums together into one to make it easier to animate but when I move them in edit mode, both the meshs started turning in their own positions. Is there a way to combine them or a least make them move together without having one or the other move out of position? Had to edit this because it turns out I forgot to join the two objects together also the red circle is the teeth, and the blue circle is the gums.

You still have two seperate meshes with different origin points as you can see from the orange dots. Depending on how you have the pivot point set, each mesh will rotate relative to its own origin point.

@Stephen How did you accomplish this: "I decided to merge the teeth and gums together into one"? From the screenshot you show, it does not look like you merged them at all. you just selected both objects and went into Edit Mode. That doesn't make them "Merged"

It also helps us when you give a screenshot of the full Blender interface. This shows us what you are doing in other sections, gives us a few more clues on what the problem might be so we can better help you :)

From your updated question, to merge them into one object, Shift-select both in object Mode and then use Ctrl-J. Both will be merged into one object under the name of the one that was selected last.


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How do I keep ribs and shoulder location from being too deform?
Is there an easy technique to make the rib cage and shoulders deform more naturally up and down? The sides on my guy's body puff up too much when moving and they look too skinny when relaxed. I also don't want to use manual weight painting because it's annoying having to redo everything if I make some changes to my character's bones, mesh, and other things. And if it involves drivers or shape keys then please tell me what the python code is for them as well as other functions for the bones.

try manual weight painting or use shape keys to fix the deformation (more complex)

That can happen if upper arm weights distributed on the sides of the chest too strongly. So when the arm moves, those vertices will follow it. You could weight paint it there to reduce the arm influence. You could first check that autonormalize and x-mirror is turned on in options on the right. Then with a Mix brush, Weight; 0.000, Radius: enough, Strength: turn the slider down very low and paint to take away some of the weight then paint and test, paint and test until it's right. Or you could select those vertices on the chest only, with the upper arm bone highlighted and use the levels tool to reduce the strength of them there.


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Depth of field in animation
Would like to know the way of blurring the background in an animation....i.e.depth of field. Not getting it to work with animation. Works with single frame.
Any help would be great.
I have set the depth of field option in shading to depth of field.
I have set the f stop to low numbers...from 0.02 to 1.0
I have selected/deselect an object ... a barrel. I want the barrel in focus and every thing else blurred.
It works in the preview but when i render it doesn't show the blur.

If possible, could you upload a .blend showing the problem?


text:
depth of field is not rendering but does show in preview
I am using blender 2.79 and the depth of field works in preview just fine but when I render it doesn't show the blur.
I've checked most the setting I know about for depth of field.
Shading is set to depth of field
the f-stop is set at 0.5
Object is selected (a Barrel).
I am using Blender Render Not Cycle Render.
I have tried using nodes and i get the same results.

Show us an image of your node setup, please.


text:
Blender subdividing faces and creating edges where shouldn't be any
In the original model there isn't any edges there, but there are some edges on render. What's happening here?
File: https://drive.google.com/open?id=12XK0MyDaqC5m2AIlM5j8peqCT92OaATJ

The face where you are seeing that extra fold is twisted, its top edge is rotated from its bottom edge. So it isn't possible to render it with flat shading, and Blender thus calculated a bend there.
To avoid this, turn on smooth shading on the object - in object mode, press T while in the 3d viewer to open the toolbar, then go to the Shading section under Tools > Transform, and click the Smooth Button.

Then add an Edge Split modifier to the object.

The extra edge is now gone.

Thanks Kim, on the first model those edges vanished. But I'm having the same problem again on another similar model (different size only)
file: https://drive.google.com/open?id=1ldfbYLJR69xpZhk5vLeLyHdtFDcMxjXS


text:
Moss over stone text?
I have 3d text and I want to add moss on top of the text similarily like on this Terraria logo:
I want the object to add moss particle system to follow the geometry of the top of the text (above red line). Maybe there is some way that I can make something like scaled cube put it on top of the text and simulate it so it would fall on the text acting like some kind of cloth and then stop the animation so it would have the geometry of text's top like this:
Is it possible or do I have to sculpt it manualy?

also look at the Ivy add-on that is built in. You can use it to "grow" all sorts on your mesh with a fair bit of control. Google for tutorials.

Definitely helpful, but I need mesh on top of it.

you can do that with a simple cloth simulation, there are plenty tutorials on that topic


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Convert scene to wireframe (texture glitch)
I have a large scene with ~500 objects and I want to turn it into wireframe so I can assign blue emission shader and have sci-fi looking scene like this ground here:

How can I achieve that if I have ~500 induvidual objects
Allso notice how in this Image you can't see the wireframe through objects, this is what I want to do.
I can try aplying black material to everything but how can I render it showing both wireframe and black material?
STATUS UPDATE:
I folowed the instructions from materials you linked me and asigned black material to all objects, duplicated everything and changed the material of the coppy to wireframe. When I go to rendered wiew it seems to look just fine:
But when I try to render it it appears glitchy and half transparent:

Wire frame is a mix of transparent and emission with factor of wireframe if it helps...

Related https://blender.stackexchange.com/questions/57134/wireframe-and-halo-together and https://blender.stackexchange.com/questions/56440/how-do-i-save-3d-view-as-a-wireframe-image-blender-render or https://blender.stackexchange.com/questions/56440/how-do-i-save-3d-view-as-a-wireframe-image-blender-render

I need it to actually render solid black objects with wisable  blue wireframes, This article shows how to make only the backfacing wireframe invisable witch wont help me because the black material is non-transparent and I cant see the wireframe in the back anyways.

Have you considered using Freestyle?

You could use Freestyle.

In edit mode , CtrlE > Edge Data, mark all edges Freestyle
Enable Freestyle in the Render settings, setting line width here, if you like
In Scene settings, modify the Freestyle Line Set, including only Visible
and Marked Edges, and set the color you want.
Give all your objects and the World a black material, (no lights necessary)

Is there a way to make freestyle lines emit light?

They are not part of the main render, they're a post-effect, so their 'light' can never affect anything else in the scene..(they don't have any). But you could use a Glare node in the compositor to add a pixel-brightness based glow, if that's what you're after.


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White Patching Over UV Unwrap

Can anyone tell me what the white triangles are in the image on the left after a UV Unwrap please?

This indicates that two faces are superpose ; which doesn't seem to be true in your case. The issue is some of your faces are Ngons (they have more than 4 vertices), and 2.8 UV editor acts weirdly with concave Ngons.
As far as I know, you can safely ignore it, it shouldn't cause any issue.


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How do I rig this bridge in Blender?
I'm trying to rig the following bridge, but can't wrap my head around this.

When I rotate Bone on its X-axis to hoist the bridge, the bottom part where Bone.002 is attached too comes loose from the part where Bone.001 is attached to.

Note: Bone.001 has a Copy Rotation Constraint and follows the rotation of Bone

What can I do to keep the parts connected?
Here is the .blend file:

If you upload a blend I can take a look when I get home. Use this website https://blend-exchange.giantcowfilms.com

I uploaded the blend file, the rig is slightly changed. But the problem is the same. Now only the top part of the bridge comes loose. I use Bone.001 to control (for opening and closing the bridge.)

Taking a completely different tack, instead of using bones you could use Rigid Bodies and use a Rigid Body Constraint Hinge for the two platforms.  Then use a constraint like copy rotation to keep them in sync. There aren't a lot of youtube videos on how to use the Rigid Body constraints but I found some about using them to animate gears; for example, https://www.youtube.com/watch?v=h37WgwkkTFg&t=427s.

There are several ways to do this, this is one:

The horizontal bones deform the two platforms, the two vertical bones translate the connecting vertical bars. For the vertical bones, I unchecked inherit rotation in the bone tab.
The bottom green bone copies rotations of the top right bone. This is the control bone for the whole setup, you could hide all other bones.
Take a look at the blend:

Thank you very much @yann for the very clear answer! This works the way I needed.

Like yann said there are many ways to rig this type of mechanical structure.
I used a Track To Bone constraint on the support bone that goes between the top and the road.
The rig set up is rather simple. The road bone (the bone selected in the gif) has a Limit Rotation constraint on it, that is the bone I rotate.
The top bone is simply copying the rotation of the road bone, via a Copy Rotation constraint.
Now the support bone is parented to the road bone, thus the location of the head stays correct. Now in a perfect setup all you would need to do is uncheck Inherit Rotation for that bone, and you'd be done. However it is probably better to use a Track To constraint to make sure the tail of the support bone stays exactly at the top where you want it. I have the Track To to the tail of my top bone.

The blend because I know in rigging it helps to see what is going on.

Thank you @David for your very good answer. This is a great example, I stored your .blend file too for future reference and learning purpose.

Another way to rig this is with an IK chain. That becomes interesting when the components have different lengths which in turn can mean that the bridge will have a different angle than the beam when raised. The model in the picture is a regular bridge though.

Anim is the bone that gets the keyframes. Rotation only.
target is parented to anim with offset
IK is parented to bridge and has an IK Constraint pointing to target, length 2

As a result, Blender will rotate IK and bridge so that the tip of IK will rest on the root of target if possible.


text:
Making a 3D semicircle and then hollowing out a portion of it
I would like to make a 3D semicircle, and then hollow out a portion of the middle, making a shape similar to a letter "D". I need to first make this shape, and then hollow it out. However if there is a better way to do this please tell me.
3D semicircle shape

Hollowed out portion

Thank you for any help

Add a text object "D" then convert to mesh?

I don't think hollowing it out is the advised way to proceed, booleans should be avoided.
Just start out with a flat mesh in the shape of the straight part of the D. Make sure it only half of it with the object center correctly positioned so we can symitrize it later
Dividide it at the desired proportions, or extrude a lower part corresponding to the desired letter width.
Correctly place your 3D cursor at the center of the shape and use the Spin operator to create half the desired curvature.
Then just let modifiers do the work for you dynamically. Add both a Mirror and a Solidify modifier to add thickness.

You answered this quicker than I could write a what have you tried so far comment.

Hehe. Indeed very poor question, but I was bored with my current work, needed to unwind a bit :)

Thank you for your response, I'm going to try this and let you know if it works. I'm still very new to blender, so if I may ask a dumb question, how did you adjust your view to be birds eye instead of how it has you start out?

What do you mean, rotate the view point? I think it is thw Middle mouse button by default.

Yes, rotate the view point. In your answer, at the beginning, it shows it from a birds eye view point, I was wondering how to do that? And unfortunately, I am on a laptop so I don't have a middle mouse button, thank you for your response

You can customize that to be any other key combination, I don't have the default myself, I changed it to Right Mouse button drag.

I apologize for asking so many questions, as I'm very new to this, how do you correctly position the object center? I have my object center in the wrong place, which is messing up the mirror

If you have different question make another post, and before you do make sure to search first, in all likelihood someone has asked it before. https://blender.stackexchange.com/questions/353/how-can-i-make-the-mirror-modifier-work-right/354#354

Perfect, sorry for the poorly asked question and all the difficulties, thank you very much

Welcome, happy blending


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How do I get a better understanding of the coordinate system in blender?
With link to this question, one of the main problems that have not promoted the understanding of the node system with Cycles is blender's coordinate system.
These coordinate system values are said to have been represented as RGB values(e.g. generated, object, normal etc.), analyzing the output with the viewer node and mapping node, I'm not being able to get how this actually works:

I can't really interpret how it really works. Example in the image above, the location and scale are basically almost the same thing viewable.
It's not even a constant RGB(don't know how to put it), there's a gradient of the RGB values, so I don't think it could be an offset representation from the bounding box origin. So, summing it all up, how does this work in blender?

You might find this talk, Manipulate texture coordinates like a boss,  by Bartek Skorupa to be very helpful. Extremely informative in any case.

@Timaroberts, yes, this is where I got how the generated and object coordinates works(using the bounding box and the object origin resp.), but , it mentions less about the RGB values, and towards the end, it's a bit , well, "only for a pro" kind of thing, where he explains how the wood was created using the modulus operation

@BeshalJaenal, this is a point of view problem. The results are different but you need to turn around the cube to see that.

Additionally, you are using an emission shader, probably. Try it with a diffuse shader.

@lemon, don't know if it's the emisson shader technically, but it's the viewer node that comes with the node wrangler addon

@lemon, they're Almost the same, it appears the blue is patched up to one side of the cube's face, but the point is, all the mixing and blending of the RGB color has created it's arrays of colors (e.g. we can see bits of yellow, and cyan and magneta), it's not that the pixel are mapped one to one with the RGB values, are they? These blends are not really making sense to how an image texture gets mapped to a cube.

Generated coordinates
Here is a simple base setting, converting the 'generated' output to color.
Generated gives a vector composed of X, Y and Z space coordinates. But these space coordinates are limited from 0 to 1 along the bounding box of the object.
X, Y, Z, put into a color, respectively correspond to R, G, B values of the color.
So, black is at the origin (0, 0, 0) and with is at the opposite (1, 1, 1).

To check that the values correspond to the bounding box and are not above 1, we can try this experiment :
Add an independent vertex inside the mesh at its lower corner (the black one), and change the setting of the nodes like this :

On the image above :

Top left, the cube vertices are shifted, but the bounding box is larger thanks to the independent vertex we added before
Bottom, a holdout is applied if any coordinate is bigger than 1
To right : the result. The cube is nearly white because X, Y and Z are closed to 1. And notice that no holdout is applied (so nothing is bigger than 1).

Color
Try these two setups :

Same color (apparently), but different input values.
But we can check that the resulting color has a G value over 1, thanks to the hold out again :

So here we now know :

Concerning the generated X, Y, Z values : between 0 and 1 along the bounding box
Concerning the color : eventually above 1, but "no direct impact" on the rendering if above 1 (let's say that the diffuse shader does not take care if > 1, so the shader limits the value to 1)

Mapping node
We come back to this kind of setting :

If we shift the X value over 1 (3 below), finally the shader will show it as if 1.

If we scale up the X value (30 below), rapidly as X grows the value will be over 1. If 30, the value is > 1 when X is 3.3% of 1 = 0.033.
That's why the final result is the same, except for the slice where X is between 0 and 0.033.


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xray in blender 2.8
Most of the new features in blender 2.8 are very good, but, some features of 2.79 were better. In particular, the x-ray option was very good in the old .79 but, now the x-ray seems to be global, because, it makes the mesh also seethrough, and this gets pretty confusing while trying to put armatures in say hands, or doing retopo work.

I wonder if there is any other option or a work around to make only the selected object visible(x-rayed?), while not hindering the opacity of other objects in the scene.

Under the overlay tab, check the "fade geometry" option as shown:


text:
Particle fade out by time still working?
I watched some tutorials about the particle texture fading thing, and every one of them doing the same thing.
Dividing the particles age by lifetime with a color ramp to control the fading out between a texture and a transparent map.
But it doesn't seem to work for me. I tried in multiple scenes with other techniques and nothing. What do I do wrong?
Here is my cleaned blender file: https://www.mediafire.com/file/cvgu5rfvrtwyh10/Particle.blend/file

Is this in Cycles?  Sorry I can't tell the old blender design. Also if I select cycles and then select the render view still doesn't seem to work for me. Something in the particle settings that I forgot?

maybe it doesn't work in Eevee?

yep, particle info (most of them) only work in cycles

@moonboots Not just maybe ;) The Particle Info node only works in Cycles. And apart from that only with parent particles, not child particles.

Oh ok then............   ;)

It won't work in Eevee because, as pointed out by Chris and Gordon, the Particle Info node only works in Cycles.


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How do I make wave texture node in the shape I want?

I want it to look like a pages in the same shape as the top

Easiest way to get it to follow this shape is to use UV coordinates.

Please edit your question and add the images directly to it so readers get a quick overview. If the external links break/go offline then no one knows what this question is about.

If your pages are one object, with bounding-box aligned to the front face,you could use an RGB Curves node in some way like this:

....but it would be more conventional to UV unwrap your object

i think you should put a mapping node in between wave texture and texture coordinate to adjust scale,rotation,and location.


text:
NoneType has no attribute "modifier"
bpy.context.view_layer.objects.active = bpy.data.collections['Collection'].objects[f"{x.name}"]
bpy.ops.object.modifier_add(type = "DECIMATE")

bpy.context.object.modifier["Decimate"].ratio = Decimate_Ratio

Decimate_Ratio is just a math equation
I've tested the code alone without putting it in a function, but now I'm required to apply it to an addon and put it in a function and all the sudden the error appears.

Except for the 's' that is missing in your code, you should avoid using bpy.ops for that.
Use for example something like this instead:
import bpy

obj = bpy.data.collections['Collection'].objects['Cube']

decimate = obj.new(name='Decimate', type='DECIMATE')

decimate.ratio = 0.5

The reasons are: bpy.ops is slower (it will cause GUI updates, etc.) and most importantly you can't have a guaranty to access the modifier by its name like bpy.context.object.modifiers["Decimate"] as Blender will name it differently in case of name conflicts (Decimate, Decimate.001, Decimate.002, ...). ObjectModifiers.new() on the other hand, adds new modifier and returns a reference to the newly added modifier:
>>> C.object.modifiers.new('Decimate', 'DECIMATE')
bpy.data.objects['Cube'].modifiers["Decimate"]

>>> C.object.modifiers.new('Decimate', 'DECIMATE')
bpy.data.objects['Cube'].modifiers["Decimate.001"]

...

Try object.modifiers[] with s in third line:
bpy.context.object.modifiers["Decimate"].ratio = Decimate_Ratio


text:
Blender 3.6 does not react at all to the auto normalize option
Blender 3.6 does not react at all to the auto normalize option, the skin weight softening brush works very poorly. Mirror coloring of the weight of symmetrical bones is turned on extremely rarely, according to a completely incomprehensible logic. It's a shame that such a wonderfully designed software creates such hellish problems in skin weight coloring. After all, this is a fundamental thing.

I looked last night at several options for enabling auto weight normalization (from 2 to 1 units), but I could not extend it to the entire model. The option works only for separately selected vertices.
Please provide instructions to overcome this problem.

Of the nuances that can be said for reference. I have an insect model. The dimensions of the model are 30 meters. When searching for a problem, I met the opinion that the problem is with small-sized models. I used various tricks as a solution: I connected duplicate points by distance, and increased and reduced the rig by 10 times, then removed the parent and rejoined the empty groups. I don't understand what else can be done.

I don't see a question here.  Voting to close on that basis.

Sorry, I'm not a native English speaker. Maybe I expressed myself incorrectly. The question is how to enable auto normalization when skinning. I included it in the brush options in the tools. And in the weight options. Normalize or normalize everything. When checking the vertices after these operations, vertices still had 2 units of influence. How can I overcome this problem?

Even then, I'd be voting to close on the basis of not enough information.  Autonormalization depends on context (like locked groups, modifiers) and doesn't work with all tools (like gradients.)  We may be able to explain how to achieve the specific weights you want, hopefully most easily, given a specific goal; we may be able to answer why Blender gives the output it does, given a * rigorously detailed* procedure and a file to follow along with.  Either of those would be valid questions for BSE in my opinion.

Auto normalization does not work with normal bone and mesh placement. No modifier other than Armature is involved. With a selected bone, any part of the grid where there is no weight is blue, where there is weight it is red. But in the red area, the influence of other bones is also added and the sum of their influence is 2. The autonormalization option does not react at all in the context of the brush menu. Not to the viewport menu contest where the is weight and going into it there are commands: normalize everything, normalize.

I don't know the local rules for posting links to a file. Just in case, I'll post it in the next post. In YouTube, for example, such messages are erased. https://disk.yandex.ru/d/VNNJrEp85pgfqw https://disk.yandex.ru/d/VNNJrEp85pgfqw

Files are encouraged.  I recommend hosting on https://blend-exchange.com/ .  I personally cannot follow what you're doing from the steps you listed, but I could show you, with a file, how to get normalized weights, either from painting or from the "normalize all" operation (possibly, some combination of the two,) given starting weights.

The "auto-normalize" only affects the brush while you paint. If you need to normalize already existing weights, you have a few "normalize" operators available under the "weights" menu if I remember correctly.

i added the file. I really want to understand what's going on. I'm a Blender fanatic but am now forced to do this task in Maya due to a problem. File link

L0Lock I think I have tried all available options. Bone influence has 2 units. In Maya, I have now done in 2 hours what I could not do in Blender for 1.5 days. This is a sad moment, since I have all the plans with Blender, I have already made several cartoons in it. Please look at the file and if it's not difficult give me a couple of instructions on how to fix the skin of the body.

I'm away fro home right now, will check later today.

L0Lock, Thank you very much for your participation! I'll already complete the task in Maya, but I need to know how to do it in Blender for the future. Please take your time and check it out at your convenience.

Hi, @MrGravicaper, While sympathizing with your frustration, I think it would be easier for folks to help you, and better suited to our format, if you restricted yourself to one issue at a time. There are several mentioned in your question, You're welcome to ask about each, separately. If you isolate the problems, and present them with the simplest examples you can construct, preferably illustrated, you'll attract better, more accurate answers.  You may want to improve / alter my  edit. (This comment exchange may get moved to a chat-room if it gets too long.)

Robin Betts, Excuse me, please. There was a very very urgent task (I've already completed it in Maya) and I wanted to get as much information as possible quickly. For the future I understood your comment, 1 problem = 1 question. This message of mine can also be reduced to one question. How to make auto weight normalization work. In Maya, this is not a problem, and I quickly completed the skin.

Area of effect
Normalization acts only on vertex groups from a deform bone since they are the only one that need normalization and you might have other groups doing other things you don't want to mess up.
Your Spine bone isn't marked as a Deform bone, so any normalization operation will ignore that bone's vertex group.

All bones are marked as Deform by default, only bones like mechanical or controllers should be unmarked. Make a pass on your rig to check all bones deform states.
When does normalization operate
When painting
The "auto-normalize" is an option of the weight paint brush, the only time it will normalize is when you paint something, and it also needs Multi-paint enabled to be able to impact other vertex groups and not the current painted one:

But again: this will only affect the action of painting.
Normalizing existing weights
To fix weights that are already made:

Make sure all the vertex groups are unlocked:

If you have any of the face or vertex selection masking enabled, disable them or select all your mesh with A (Blender basically always acts on selection only):

Optionally select a vertex group you would rather preserve if you have one
Use the menu Weights Normalize to normalize the current vertex group from the other groups. Or Normalize All to normalize all vertex groups:

If there's no group you want to preserve from normalization, hit F9 to get the last operator options, and disable "Lock Active"

L0Lock, Thank you so much for such detailed instructions! Civilization rests on people like you. I promise that the time spent on me will not be in vain. Thanks to you, I will make my cartoons in this wonderful Blender program. Can you please tell me what needs to be done to finish the topic? It seems like the last time my issue was resolved, I had to click on some button or checkbox. My English is bad, I use a translator and I'm afraid to seem ungrateful by clicking on the wrong button. As far as I understand a good answer increases the rating of the one who advises. Sincerely.

My answer says it all.


text:
How to convert (bake) animation of Follow Curve frames into objects?
I want to make different objects from the frames that come from the Follow Path.
In this case, it is desirable that the curve could be transformed.
In order not to go into a long explanation, I want to repeat what he does in this video, but in Blender (approximately from 5 to 9 minutes).
https://youtu.be/7YtdWJ-qlYM?t=293

Interesting question.. but in this particular case, could the effect be more easily achieved, and with better feedback, by using Array and Curve modifiers, with appropriate adjustments to the curve's thickness and tilt? ... Maybe not..


text:
How to clean triangulated model?
I don't know how to clean this triangulated model if anyone know please tell me.

Alt J is to untriangulate but it won't fix all your tris, i'm afraid you'll need to rework manually

I tried that, but not working properly. Anyway, thank you for your comment

I'm guessing you can't let us demonstrate some suggestions by sharing on  https://blend-exchange.com/ ?

"I tried that, but not working properly." - I believe the suggestion was to use untriangulate and then manually fix and remodel parts that it doesn't work for. How can this be not working properly? That's also pretty much the only solution that makes sense. I don't think you will get another answer. If you shared the file like Robin Betts suggested, you might only get some more detailed explanations of what exact functions and tools to use...


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cloth physics are not working properly
I Kind of searched on the internet but could not find a proper solution , so the cloth plane whenever I try to add a character and put collision on , the cloth does does jiggle or kind of vibrating all over it , I just want to make it straight , I trying to make a ghost simulation with cloth on but it just vibrate , any idea , thank you.

This is the blend file here for more

Is it better if you deactivate the Single Sided option of the collision object? If not, please share your file

I've tested your file, delete the Bake, deactivate the Single Sided option of the body, recalculate, it works

you are the best moonboots , much respect

Delete the bake, deactivate the Single Sided option of the body, it works (don't ask me why though aha, it seems to work better without this option).

yea it worked actually , one last comment i wanted to add if i wanna make the cloth Kinda Like straight cloth like without making the cloth moving much and also without these sided zig zag lol I honestly Dont Know the right word for it but i hope you got what i mean much respect mate

add a Subdivision Surface modifier, also tight click > Shade Smooth


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How to tile this texture with Geo nodes
I'm trying to create a texture that can be wrapped around a simple cylinder but I need the parametric qualities afforded by geo nodes to be able to adjust the pattern for 3D printing/ prototyping purposes. The texture needs to simulate some gentle waves you might see across the surface of a pond on a quiet day so I was hoping to have 2 "waves" interacting across the surface. This texture also needs to be able to tile on one axis so it can wrap around the side of the cylinder and be seamless.

I'm new to geo nodes so any help is appreciated.

this is the blend file:

a picture would help how it should look like

Hi, troysin, welcome to BSE ... Please add a picture of the progress, and share on https://blend-exchange.com/ , rather than via a private link. I would edit your question myself, but because of the link as it stands, feel I need your permission.

@RobinBetts feel free to edit it!

@Chris something like this - more the bottom half of the image than the top
https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.deviantart.com%2Ffantasystock%2Fart%2FPond-Water-Texture-126901590&psig=AOvVaw3aCuwTm_CTnUGgAOw9-NFb&ust=1686873026359000&source=images&cd=vfe&ved=0CBEQjRxqFwoTCLCkwe75w_8CFQAAAAAdAAAAABAE


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How do i create this jacquard strap texture
How do i create this material in blender

This is my procedural texture, so far.

This looks great, so far.. are you asking about creating the lettering, or improving your existing texture?

Both, creating the lettering and improving the existing texture to look like the reference picture. What i've made so far is the extent of my knowledge. I've been trying to figure it for sometime now.

I think the number one issue is that you're trying to control color with your procedure, when you should be trying to control bump.  This may require a little reworking, because your color is higher contrast than you'd want for a bump, but recognize that you're going to have to go to sampled textures anyways, at least in part, for the text (which would be an image texture that gets subtracted from bump.)

Thank you for your response, but how do i go about adding a decent amount contrast to get level of bump i am after, as for what I've done so far is the extent of my knowledge


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Armor on model doing weird stretching
I was following the tutorial for making a basic rpg character and armor for that character (video for reference: https://www.youtube.com/watch?v=rzau6SFcNOk&t=665s). As I was going through it, I saw that my armor on the model was doing some weird stretching and I thought it might have something to do with weight painting and that helped a little bit but I am still having the stretching issue. Please let me know if you have any ideas to correct this issue.
SEE THE FILE BELOW THE IMAGE FOR THE FILE THAT CONTAINS THE MODEL

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

Sorry. I didn't save the original file with the leg armor problem but I ran into a similar situation with armor on the arm and have edited the post accordingly. I have also attached the file with the problem in question.

First of all apply the Mirror modifier, otherwise every change you make on a side will be mirrored on the other side.
Try to correct the weight painting: Let your armature in Pose mode, in the Properties panel > Data > Skeleton > put it in Rest pose.
Switch your coat mesh to Weight Paint mode, select a bone and try to correct its influence with a brush, move and rotate the bone to test the influence. Do the same thing for the body.
To give some more precise corrections use the Vertex Groups assignments in the Properties panel > Data > Vertex Groups.
If you still see skin through the coat you can either: Use a Mask modifier to mask this part of the skin / delete this part of the skin mesh / use a Mesh Deform modifier as explained in these videos: https://www.youtube.com/watch?v=imhTnlKrTOY or https://www.youtube.com/watch?v=P6s9H8xX7YA

I've tried using the weight painting but it doesn't seem to fix the single vertex that's causing the problem then again I am still new to blender so I'm not sure if I am doing it wrong. I'll try to learn and figure out vertex groups and see if that will fix it. I'm curious as to how a few vertices even got to this point and why they are acting the way they are. So frustrating.


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Animate string property
I would like to "animate" a string custom property (a date), to have the explicit date ("10-05-2005" for example) attached to an object, over the time. Blender says me that my custom string property cannot be animated even if I declare it ANIMATABLE when declaring it like that:
bpy.types.Object.Date = bpy.props.StringProperty(name="Date" options={'ANIMATABLE'})

Any idea to make it work?
Thanks for the help,
Salvatore

Yes, it can't be animated with blender's animation system. You could however use a frame_change handler (or maybe also a driver) to change the text property accordingly. Check out the available text addons, like the type writer script.

It's possible, but you're going to have to "animate" with Python. There's no way to animate property values using the Dope Sheet or Graph Editor. Assuming you have the default cube and you've given it a custom string property called MyString (through the interface... this would also work for custom properties defined with Python; it's just easier to see what's happening this way), you could write a handler that's triggered by the frame_change_pre event. It would look like so:
import bpy

def animate_string(scene):
    ob = bpy.data.objects['Cube']

    if scene.frame_current < 25:
        ob['MyString'] = "First bit text"
    elif 25 <= scene.frame_current < 46:
        ob['MyString'] = "Next text part"
    elif 46 <= scene.frame_current < 100:
        ob['MyString'] = "Another bit of text"
    else:
        ob['MyString'] = "Text after frame 99"

bpy.app.handlers.frame_change_pre.append(animate_string)

Now... if you want to be clever and still animate using the Dope Sheet, Graph Editor, or even the Timeline, you could probably extend this with some clever code that populates your string property with the string stored in a marker (e.g. find the closest marker less than the current frame and use the String stored there). If you only have one object in your scene that needs to be animated this way, it should work great.
A caveat... In my testing (r60747), you could only watch the custom property change values if you scrub through one frame at a time (Left Arrow and Right Arrow). Playing back animation with Alt+A works (you can check with a print statement), but the value doesn't update in the interface. In fact, when I put my mouse cursor in the Properties Editor while playing back with Alt+A, it crashes Blender (bug report submitted).

Use the index switch with the set of strings.


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Why does the smooth brush create holes in my model?
I was trying to smooth out my model in sculpt mode and as I did so big gaps started to form on my model. How do I prevent this from happening?
Here is a picture:
And here is the blend file:
Thanks

Those are the result of unconnected geometry forming the mesh.
Some of edges forming faces are extruded and placed atop of another edges. Thus those vertices meet in nearly the same place, but they do not share the same edges:

Once you sculpt, those will reveal themselves because geometry is not connected and one edge will be moved more than another. However these aren't double vertices so you won't be able to fix this by deleting duplicating geometry as vertices do not share the same place.
To quickly fix it use Remesh modidifer. The example mesh has quite bad topology with a lot of Ngons, interrupted loopcuts (and several double vertices, remove them with W > Remove Doubles). With Remesh modifier you will be able to quickly generate new topology:

You can also fix that manually.

Delete vertices which aren't connected (see the first screenshot),
Select the resulting hole and fill a face.

From there on you will be able to edit that geometry as closed, so adding more edge loops, cutting where needed etc.
This is quite related question:
Why do gaps appear in my mesh when I animate it?
Do note - for good sculpt you'll want even topology (kind of one resulting from the Remesh modifier), so avoid Ngons unless working on completely flat surfaces (which aren't the case in your example) and even then they might be undesirable.

You can automatically merge vertices that are very close to each other (within a given distance). https://www.blender.org/manual/modeling/meshes/editing/basics/deleting.html#merging-vertices
Mode: Edit Mode
Menu: Mesh ‣ AutoMerge Editing


text:
Why does my model look messy and contains dents when I turn on the multi-resolution modifier?
I wanted to see what my model looked like so far in sculpt mode with the multi-resolution modifier and it looks like total garbage. I'm new to blender so my model does have a lot of overlapping vertices and edges but I'm not sure that's the reason. During my last attempt, I thought it was because the image was asymmetric so I used mirror modifier to make the model totally symmetric. I know that the model is very messy in it of itself, but I'm just trying to narrow the problem to specifics. Honestly, I have no idea what's happening.
Here's the file I'm struggling with:

Before I start from scratch AGAIN could someone give me a clue as to why this is happening?
Thanks

For future, when you want to show a problem with your mesh, I would suggest uploading screenshots and/or uploading your blend file to http://blend-exchange.giantcowfilms.com/ rather than making a youtube video.

Your model contains faces with normals facing the wrong direction. 2. It's hard to detect where your problem is when all you do to describe it is "model looks odd". 3. Please do not only keep Ray's advice in mind. Instead, go to http://blend-exchange.giantcowfilms.com/, upload your file, then edit your question and post the link there.

Save your current scene to avoid destroying it more.
Go in to wireframe mode. (Z to jump in to solid and again for wireframe).
If your mesh is messy and have vertices inside it delete them and try to clean up your model if you have an unnecessarily rough shape. The smoother the shape is the better it will work.

Ignore the world node it is not relevant

Please use something like MS Paint to crop your screenshots to just the relevant portions.

There are 3 main issues that can cause problems for Catmull-Clark subdivision (the algorithm that both MultiRes and Subsurf use).

Non-quad faces.  When modeling in general try to use all quads, i.e. faces with 4 sides.  Subsurf requires quads or tris (3-sided faces), so any non-quad faces will be automatically triangulated which can give undesirable results.  An occasional well-placed tri can be fine, but in general stick to quads.

Inside geometry.  Geometry inside a mesh should be avoided at all costs.  Inside geometry occurs when an edge is shared by more than 2 faces.  This can cause major issues for Subsurfing.  (It seems to be the biggest problem in your case.)

Stretched faces.  Try to avoid extremely non-regular faces, i.e. long, extremely non squarish or equilateral-trianglish faces.  These can create some messy stretched looking and pinching in the resulting mesh.  Your faces don't have to be perfect regular polygons, but long skinny faces will cause problems.

As an aside, your normals are a bit messed up (indicated by the darker faces).  While normals don't play a factor in Subsurfing, messed up normals can cause a lot of other problems.  After removing inside geometry you should select your entire mesh and hit Ctrl+N to recalculate the normals.

authors: Паоло Карвацький


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Cycles -- Why are my renders so blurry?

My renders are coming out extremely blurry and weird looking, im still pretty new to blender and im not sure how to fix this issue, and whenever I put the samples to higher numbers like 5000 the render says it will take 160 hours to complete.

Send the scene file please.

Looks like Denoise is enabled and is blurring quite much of the scene

Looks like low resolution and hi AA samples from the picture but the answer above could be also right - could You please share that .blend? Looks like following the Andrew Prices corridor tutorial?

Welcome, Alfonso Torres. To upload your file use this link: https://blend-exchange.giantcowfilms.com/


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Rendering a pupil within a glasses lens?
This is my first post here and I'm still learning about Blender (aren't we all though?) and I had a question about an effect I'd like to do.
I'd like to make it so that a character with solid-color glasses lenses can have their pupil render through the lens, while maintaining its appropriate location in 3D space (ie not textured onto the lens). A way I think this could work would be rendering the pupil over just the lens but I don't know if that's the most practical or achievable way to do this.
For my example I'll use this model of Velma from Scooby-Doo I made for practice:

The glasses, body, and eyes exist as separate objects for clarification (but that can be changed need be)
Instead of making the lens clear or not being able to see the actual eye or face behind the lens from the sides, I'd like to keep the cartoony look of this and would like to use a similar effect in the future. I hope I'm being clear enough with what I'm trying to achieve. Thank you for your help in advance!
EDIT: A rough approximation of the type of effect I'd like:

Hi, maybe you could show a reference of how you'd like it to look...

Pardon the crudeness of this, I drew black dots to approximate where the pupils would be in 3D space, I'd like it to look like this but in motion I'd like it to accurately represent where the actual pupil is/replicate its exact shape through the lens: https://imgur.com/a/vYJTnNV

Using Blender Render makes this easy, enable the Invert Z Depth option for the pupil material.

If you don't mind using OSL (that is, setting the render to Cycles/CPU, and checking the 'OSL' option) then you can look ahead down a ray, using a script.
This script returns the Pass Index of the next material encountered, continuing in the direction of the incoming ray, (so it won't, without improvement, take refractive/reflective deflection into account, and the lens is a single plane, without thickness.)
#include "stdosl.h"
shader NextIdx(
  output float nextIdx  = 0.0
)
{
  if (trace(P,-I,"mindist",0.00001)){
    getmessage("trace", "material:index", nextIdx);
  }
}

.. and can be used in a tree something like this, to make the 'glass' of the lens:

.. where the eye material has an Pass Index of 10, and everything else has an index of 0...
producing..

so in this example, the 'glass' is transparent to everything has a material Pass Index greater than 5, and diffuse grey to everything else.

Your suggestion worked great, thank you! https://imgur.com/a/D9DOIJ8

I like the style

Well I will admit this is somewhat hacky but it does work.
The trick is to make your glasses lenses transparent, and then every material behind the lenses--except the eye material--uses the "transparent depth" information from the "Light Path" node as a switching factor.  If the light ray is passing through transparency (i.e., the glasses lenses), the material is a diffuse or (even better) emission white.  Otherwise, it's whatever color it would normally be.
To make this work, I think you would need to add some sort of plane behind the head of your character that uses this switching factor, otherwise the glasses will be partly white, partly transparent whenever the background is visible through the lenses.  Or you could add this same type of switching logic to your background, if that works for you.
Here's a setup scene:

The circle (glasses lens) is a simple transparent material with a diffuse black border around it.
The sphere (eye pupil) is a simple black diffuse material.
The flesh-colored cube (standing in for the head) has this material:

The large plane behind the cube has the following material.  You'd probably want to parent this plane to the head.

Et voila!  The specially factored materials behind the glasses lens (or any transparency) look white, while other materials (i.e., the pupil) stay the color they would normally be.

It would be nice to be able to make the glasses lens material transparent or opaque depending on what's behind it, but I'm not sure if that can be done.  Blender's ray tracers start from the camera, so I'm not sure how to make the material "aware" of what's behind it from a node logic standpoint.


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Creating an animation of radio waves
I have never used Blender, but I need to make an animation of electromagnetic waves for my project, I have a 3D model of a radio and I need to make radio waves emanate from the antenna. The animation should be like this gif:
[]

Do you want this visualized in 3D, or 2D as illustrated?

I think 3D visualization would be better

Hmm .. if you can scrabble together any maths or a reference defining the field illustrated by the gif, that would help folks offer you an answer, here..

Radio Waves in Blender with Geometry Nodes
The form can be thought as ripples on the surface of a lake. Your reference gif is like a topographic map of such ripples. there is also a “shadow” cast in the ripples from the shape of the antenna.
We can model this form in geometry nodes.

Ripple Height Map
We'll start out by creating a height map of the wave form.
Use a Wave Texture node to model the rings of the ripple. The topographical lines in your reference are close together in the valleys, this means that the waves are more like a series of humps rather than a proper wave. we can use a Map Range and Absolute node to achieve this.
We wire up the Phase Offset to the scene time to animate the waves.
We then multiply the ripples by the "shadow" from the antenna. The math for the shadow can be summarized as abs(sin(arctan2(x, y)))

We could pause here and use this height map to displace a surface to get a simple visualization of the wave form:

but let’s keep going to get the topographical representation…
Topographical Lines Mesh
The topo lines will be made by creating a stack of grids, deleting the faces that are above the height map of the wave form, isolating the boundary edges of the remaining geometry.

This technique is inspired by this video by Chong 3D
Smooth the Lines
At this point the lines will look stepped, we'll add a smooth modifier to the stack:

Convert to Curves and Finish up

Add another Geometry Nodes modifier after the Smooth modifier. Use a simple network to convert the topo mesh lines into curves. then give them thickness with the Curve to Mesh node. Lastly, apply your desired material.

W...ow :) .. ..


text:
I want to rotate the scoreboard 360 degree and putting it on loop, but it detached when I try to rotate it
Video reference:
The result I want to achieve:
The scoreboard's elements are all snitched together with random stuff and join together, but I can't seem to find a way to join them properly. When I try to rotate them, the elements are significantly detached.

Yo're going to have to give us a clue about the 'random stuff', or we can't help. Maybe the best way would be to strip the scoreboard out of your scene, with its animation, and share on https://blend-exchange.com/, following the instructions there, and pasting the provided link into your post.

I think you have an issue with some parent-child relationships, possibly. Not sure. That or one of them has a child of constraint or something like that.
I like to work like this as much as possible, especially with static objects like props and architecture. It allows me to keep all the objects clean and procedural, while still being able to "join" them and then apply more modifiers to all the objects at once.

I think this will help your problem with joining the objects. Separate your elements into logical sections like, Scoreboard, letters, etc. and then instance each section. Then just parent those instanced objects to your scoreboard or another parent object that they will all follow.
That or you can just put all of the sign elements into one collection and instance that. Then it will work essentially like a joined object, but you can still refer to the base collection and have all the objects separate and easy to work with.


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How can I blend these two meshes perfectly together without wrinkles?
I am modeling a Nissan Z GT500 car model and I have this problem on many parts of the car I don't know how to solve.
I want the "ducktail" part of the car to blend in the main body panels smoothly, but the best I can do is:

I get these nasty wrinkles no matter if I use edge crease or reinforce the edges with other edges. I know the it looks horrible with several tri-gons and edges too close to each other hence I ask for help. Auto smooth just makes everything 100% sharp but that's not how it looks on the real car...
This is done with Subdivision modifier with Levels Viewport set to 1.
I include a .blend file to examine the problem better: https://drive.google.com/file/d/1ducLKRLXFEehvo_y1gVKfDBUpnFpFBar/view?usp=sharing
Thanks in advance for your help!

Maybe you should fix it with some support edge loops instead of Edge Crease? Something like that:


text:
eyes not moving 100% with head / eyes lagging behind
I've checked many other same questions.
but none of them helped. It is still not working at my object.
I hope that someone can take a look at it and help me out.
Problem is that the eyes are lagging behind when I move the head.
All other objects do.

I tried it as separate and connected objects.
My weight paint seems to be correct.
I also tried a constraint: child of
Eye bones are connected to the head.

but still its moving slower then the head.
LINK unlinked. Problem solved.

Hey I'm no expert at all at rigging but you probably should parent eyes directly to head bone, i cleared parent of eyes then selected eyes and then head bone and then ctrl+p and just choose Bone and eyes are going with head without playing around.

Another way of fixing it, is to move the eyes just slightly back into the head, as they are already penetrating the surrounding skin at frame 0, a slight difference in movement then causes the eyes to break through further

@Black Cloud: But they r allready connected to the spine4 which is the head. 1 bone for each eye and either of them r parented to spine 4

@ WhatAMesh: i also tried to move them further in so that they r not touching any other parts. it also does not work. they always fall behind when i move the head.

I told you, I cleared parent of eyes, then parented it directly to head bone without weights just to the bone and eyes were moving fine.

I took a look at your file. Rigging eyes is complicated. I think the problem had to do with either:
The eye bones not sitting directly on the origin of the eyeballs...
OR
..that the head bone (spine.004) Y axis didn't sit on the same location as the origin of the eye balls but I'm not sure which or if any of those were what were causing the eyes to yaw off target. It always gets really complicated when you're working with many different bone rotations and origin points etc.
OR
That the eyes were a single object and needed separating. As the front of the head moved from side to side, the eyes only moved in accordance with the rotation of the head bone tail and not at the same height and angle as the eye sockets.
Now, I think it works perfectly but you let me know if it doesn't work.
If you want to follow a good tutorial on it, I use a similar method to this guy. This video is great :)
https://www.youtube.com/watch?v=-9GDj8_bx6M
Here you can download your edited rig:
https://www.dropbox.com/s/5xbykg8brg5msn2/human_male_EDIT.blend?dl=0
Let me know if you can download that file and I'll upload it to another sharing website.
Hope that helps :)

Awesome Mark! Thank you very much. It works now. I'll follow that turorial from now on. Thank you for ur time and help.

I'm glad it helped and good luck with your project :)


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BGE Add object action deforms a sphere mesh
I have watched Blender Game Engine Basics Tutorial #24: Shooting While Walking (Combining Actions) video tutorial from BornCG, but when I shoot the bullet (Left Ctrl key), it appears deformed.

The bullet is a regular sphere.

Could someone help me? I'll be glad for some comments.
Here my blend file:

Opening up your file, your PlayerBound object has a scale of 1.28, 1.28, 3.70 on it.
Select PlayerBound, press ctrl+a, then click scale to reset the scale to 1, 1, 1 without changing the geometry.
Right now your spheres are inheriting PlayerBound's scale, making them about 3 times as long as they are wide.


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No-collide-Chain Wrecking Ball
So, I am having this problem with a wrecking ball simulation from a Youtube tutorial: https://www.youtube.com/watch?v=nHVYYMG3QVY
Because the Chain under the Top chain is Not Colliding from the Chain Over,
Looks like I need help.
Data:
/Top Chain Collision(?): Mesh
/Top Dynamic Or Animated?: None
/Bottom Chain Collision(?): Mesh
/Bottom Chain Dynamic or Animated?: Dynamic

Related: https://blender.stackexchange.com/a/7307/599

Okay, I found out the problem, It was too big so I needed to scale it down.


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Exporting .blend adds an "emissive" value even without emission shader
When I export my object from Blender, it exports with an "emissive" property under materials with a value of [0.8,0.8,0.8]. I cannot for the life of me find how to set this value to 0. When I'm viewing the object in the 3D viewport, I am able to see it even with no light source, which sort of confirms that the object is somehow emissive. As seen below, the Emit property is 0, so I'm not sure if this is like a texture thing or what.
The problem exists regardless of Blender Render or Cycles Render.
Here's my .blend file: https://ufile.io/i5z2f
Here is a screenshot of my material properties:

Any ideas?
Here's a JSON version of the FBX with the problematic emissive value:
{
        "id": "Material.002",
        "ambient": [ 0.000000,  0.000000,  0.000000],
        "diffuse": [ 0.800000,  0.800000,  0.800000],
        "emissive": [ 0.800000,  0.800000,  0.800000], // needs to be 0,0,0!
        "opacity":  1.000000,
        "specular": [ 1.000000,  1.000000,  1.000000],
        "shininess":  0.000000,
        "textures": [
            {
                "id": "Texture.003",
                "filename": "FlakCannon_D.png",
                "type": "DIFFUSE"
            },
            {
                "id": "Texture.003",
                "filename": "FlakCannon_D.png",
                "type": "SPECULAR"
            },
            {
                "id": "Texture.003",
                "filename": "FlakCannon_D.png",
                "type": "REFLECTION"
            }
        ]
    }

Info:
Blender version: 2.79
FBX Export Addon: 3.7.17

Please provide more detail, eg version of fbx exporter addon, and blender version.

Ok, I have 4.13.1 for 2.80 and 3.10.0 for 2.79.  The 2.79 version (on a very cursory look) appears to set Emissive to (0, 0, 0).  Have you checked to see if it is simply set as  a copy of diffuse color?

@batFINGER no, funnily enough the diffuse in the file doesn't even match the diffuse set in the material properties. I may try to update to the latest Blender to see if that fixes anything.

Looking at the JSON file, it looks like you use LibGDX fbx-conv tool.
I'm facing the same issue and i can confirm it's not related to Blender FBX exporter. More information and workaround can be found here : https://github.com/libgdx/libgdx/issues/5529

Thanks! I actually downloaded the sources for FBX-conv and made my own version of it that just sets the emissive property to 0, which fixes the issue. I can send you the .exe if you'd like. From your git issue page, it looks like you have the correct solution, and I can try subbing the correct code in and sending that binary to you, if you haven't already. Then we could host a fork for any other folks having the problem if the devs don't get around to it.

cool! i'll wait the next official version. No need to fork, just PR the fix to official repo, i'm pretty sure it'll be merged soon. Thanks in advance for your fix.
BTW could you vote for my answer to make it as accepted please :-)