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Texture baking and existing UV maps
New to blender so the question may be silly. Ok , so having multiple objects in the scene each one with it's own UV map and texture, I want to combine those textures in a single one. I researched a little and so far I managed this by baking the texture in a new image and new UV map, but the new UV map , most of the tutorials I followed, they are generated using the smart project, I suppose you could manually unwrap each object AGAIN but makes no sense doing it all over again. Anyway, the only problem I have with this Smart project is that it changes the resolution allocated for each island if I am not mistaken , for example, I have a humanoid and I setup my UV in such way that the face takes the most resolution, but the smart project messes that up I guess, so is there any way to preserve the ORIGINAL UVs and combine them in one without the need to re-unwrap the model?

Have you tried to use the texture atlas feature? Basically you select all of your objects, create a new atlas, then chose "No_Unwrap" and "StartManualUnwrap".

Manual unwrap should present you each model's UV map with correct aspect ratio. After you're done moving the UVs on the map, don't forget to hit FinishManualUnwrap.

Will definitely give it a try for sure sir. Thank you for your answer!

I just tried it and it was perfect sir!


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Extending ridge around part of an object
I would like to extend the raised ridge along all the length of leg to go all the way around the front (the round bit with 5 holes in it) and join up with the edge on the other side of the leg again.
My first thoughts were something along the lines of selecting the vertices around the front, shrinking the selection to the width of the edge then extruding it but I'm unsure how to accomplish this with my limited Blender skills.
Any pointers in the right direction would be much appreciated.

STL file of the design in the link bellow
http://www.thingiverse.com/thing:613877#files

It all depends on the topology. You may have to re-model it using the original as reference. Include a wireframe for a more helpful answer :P

If you can live with the awful topology of the mesh here are the rough steps to accomplish modeling that ridge:
Lets start by sanitizing the mesh first

Select these vertex and move your 3D cursor there with Shift + S Cursor to selected

Exit edit mode and move the center of the object to the cursor with Shift + Ctrl + Alt + S > Origin to 3D cursor
Now that your Arm object has a sane center move it to the scene's origin (coordinate 0,0,0)

Now lets make the object symmetrical

Add a vertical plane at the object/scene origin

Scale it so it reaches the whole object
With both selected enter edit mode on the arm object, and in top view use the operator Knife Project to cut your whole geometry in half. Use the option cut through for best results
Now delete half of the mesh, making sure you delete all the small faces along the symetry axis

Now you can add a mirror modifier to the object so you only have to deal with half of the mesh and model part of it. Blender will take care of the symmetry

Modeling the ridge

Now delete this part of the mesh

Select the border of the round part an duplicate it with Shift + D

Scale in inwards towards the cursor by pressing . then S to scale and Shift + Z to keep it from scaling in Z direction
Separate the scaled edges into a new object with P
Now use the Knife Project as described above with the plane to cut it into the mesh
Enter edit mode again and you can select these faces

Extrude them until they reach the desired height

Exit edit mode and add a new plane at exactly the height of the top of the round part

Scale it so it covers the whole object and use knife project again to cur a new loop on the mesh

You can now bridge these edges with F and start closing your geometry

Extrude the sides up. Make sure the surrounding vertex are vertically aligned with the remaining ones so they lign up

Done

Thanks for the detailed answer, Duarte. I've not tried it but the end result is exactly what I'm after.

FYI couldn't get step 6 to work, cut using boolean modifier instead.

Yeah knife project can be a bit finicky at times. I did forget to mention you have to manually delete the remaining faces afterwards. Edited to reflect that

source: Stack Exchange

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

sort: votes


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Smoke not visible after rendering
I know this is not the first time this question is asked, but answers I have found do not fix my problem.
I'm trying to render some smoke, it's showing great on the simulation but invisible on render.
[Here was my .bend]

Could you please add some more information as to what you are doing exactly?  Maybe some screenshots of your nodes, domain settings, etc., or even upload a .blend.

@PGmath I did, but the link expired and considering the answer it does not need to be reuploaded...

Beginner's mistake here.
I've hidden the domain on render because it was first showing like a solid.
That was not the right thing to do.
Comparing with QuickSmoke, I found that changing the density of domain's material from 1 to 0 made exactly what I wanted.

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


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Instancing - make real and join - duplicates itself
I made object A where the instances will go, parented object B to it, and activated Instancing on Verts (under Properties > Object Properties).
The instances appear as desired. Then I did 'make instances real' (I get to that by searching). Then I chose all the created instances, and joined them (Ctrl + J). Call that object C.
When I do that, object B becomes the same as object C. It duplicates itself the same way. In fact, if I then go in and edit object C, object B changes in the same way. And vice versa.

For me, this is the best way to do this. It allows me to export the combined object as a glTF and also keep the template object for later reuse or modification.

It looks like it is something about object B, the one that is being instanced. I am trying to sanitize it, but so far no luck. I tried copying the object, copying all the faces in edit mode and then separating them into a new object. It has no modifiers now, no constraints.

Thanks for the formatting, @brockmann

It's because all objects use the same Object Data.
You need to make it unique before joining.
Select "realed instances" go to Properties Editor > Data Properties and click on a number on the first row. The "active" one (bright orange) become unique, now join them Ctrl+J.
(The number means how many objects in a scene use this data block.)

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


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Rotation of objects using wind force
I'm using the wind force to blow some floating objects in the wind. I have the Affect -> Rotation checked, but the objects don't rotate. What am I missing?

Hmm. Try adding a turbulence field, or turning on apbsorption, or that parallel thing where a parallel surface is less affected.

please provide blend file

Did you ever find a solution to this? I'm up against the same thing right now.

unfortunately no. I love Blender in theory and often in practice but the learning curve can be extreme.

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


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What causes shading artifacts and how to eliminate them?
I've been getting these shading inconsistencies with sub surf mod regardless of the subdivisions value, and "Smooth Vertex" deforms my shape undesirably. how do I go about fixing this?

This is how it looks in Edit mode:

Seems like a problem with your topology. Can you add more pictures in EDIT mode? or even better, a .blend file?

@CosDim I edited the question

Most likely either wrong normals orientation or custom split normals.

@MrZak I checked the normals they're good - I'm going to check your second

Seems like your topology is the culprit. Subdivison modifier tends to not work well with triangles like the ones you have. Try using only quads (squares).
Other than that, I think your normals are flipped. Try this: Hit "T" to bring up the left hand panel on the viewport. Then go into EDIT mode and find the "Shading/UVs" tab. There scroll down and click "Flip Direction".
Hope this helps.

The topology was the problem indeed - using quads only seemed to fix the problem quite nicely


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Texture Painting goes through face
It seems that when I am painting, the paint goes through the face I have selected, onto other faces behind the selected face.
I am using 'Face selection masking for painting' and it still goes through onto the other face. Using different brushes such as fill yields the same undesired effect.
Why does it do this?
This is before I paint

This is after I paint.

Notice that the paint "bleeds" over into the other faces.
This is a tusk of an elephant btw

Related http://blender.stackexchange.com/a/39726/2517

@Tak that's what I am doing. It still goes through

Are Occlude, Cull and Normal enabled on the Toolshelf > Options > Project Paint rollout ?

@MrZak I tried with those options on and off, both yield the same results.

@CraigDJones yes. read the question

Are you sure that texturing really affects not only areas you'd like to ? Probably UV map of the object is composed from multiple islands which are either intersecting or placed one near another and thus painting on small part of mesh affects several UV islands.


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Creating a mask for a specific node inside a Geometry Node system
I'm trying to make a very basic Geometry Node setup, and need some randomisation in the rotation.
Though, i only need the randomized rotation in a specific area, while keeping the rest straight
I created a Vertex group to isolate the parts that i want not to be affected but i can't find a way to use said vertex group as a mask for a couple of nodes.
Here's my setup :

Pretty basic. I want to use the mask on the "Haircards rotation" nodes.
I was thinking of using the "Mix" node to separate two areas, while A would go into "Haircards rotation" as a value of 1, B would go in the Vertex Group as a value of 0, but i'm missing something here.
Would you guys have an idea on how to make it work or any workaround ?
Thanks !

Could you provide your Blender file using https://blend-exchange.com/ ?

You almost got it. Your Mix node is in Non-uniform mode, switch it back to Uniform and the top vector will be a factor. Plug your vertex group to this factor. To do this add a Named Attribute node and select your vertex group.

Additionally you can change the mix node type to Rotation.
If your vertex group has only 0 or 1 you can also use the Switch node instead of the Mix node.


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Is there any way to automatically Set Origin > Origin to Geometry when importing an STL file?
I import a lot of STL files to digitally assemble models for 3D printing.
99.9% of the time I set Origin to Geometry as soon as I import any STL file.
Is there a way to tell Blender I want that to be done automatically as soon as I import an STL file?


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Text Following Path Animation Not Exporting
I'm currently working in Blender for my thesis to create animations to export as an FBX to be used in the VR program Simlab VR.
I created an animation where text follows a path, but in two ways.
First attempt (file > BuzzingQuestions):

Created BezierCurve
Created text
Put text on curve
Keyframed X Offset (NOTE: that when I tried to press "I" to keyframe location, rotation, scale, it would show that the beginning and end are the same, so one long orange line, resulting in me just keyframing the X Offset)
= Animation works!
Export as FBX
Import into Blender to see
= Animation not working!

Second attempt (file > BuzzingQuestions_2):

Created BezierCurve
Created text
Used the Curve modifier so that the text follows the curve
Created keyframes using transformation (pressing "I" to capture location, rotation, scale)
= Animation works!
Go to export as FBX
Import that FBX file into Blender to see if animation worked
= shows text NOT following the path but moving from where I established the beginning and ending

Let me know and thanks in advance!

Outside of mesh deformations from bones and shape-keys, most formats can't export any other mesh animation. You need some specific formats, such as alembic, or use tricks to turn your animation into shape-keys, but these special formats aren't always supported by game engines (because it's mostly meant for movies VFX) or are too heavy for that medium. Depending what you want to do, there are probably other ways to do the animation using bones or shape-keys in a limited and more manageable way for a game engine.

I have exported animation before as FBX and its worked (I was able to import into Blender and it showed + viewed in VR and it had the animation). So I know that it isn't the Simlab program but this specific animation itself that isn't exporting properly.

"I have exported animation before" - sure, the thing is as @L0Lock already said, not all export formats can handle all kinds of animations. There are many kinds of different animations, not only how the animation is done (by keyframes for example), but also different kinds of data which is animated, objects, meshes, modifiers, materials etc. - and not all of these data animations are supported by the export format. For example, when you animate the Offset on a text object although a text object is not supported by FBX, then of course the animation is lost as well. Same with Curve modifier.


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How do i turn my character into a ragdoll during an animation
Hey im kinda new to blender, id like to know if its possible to turn my character into a ragdoll in the middle of an animation or something like that. My idea is like my character tries to do a backflip but horribly fails, breaking his neck and then turning into a ragdoll. Heres an example of what i want:

And then make him turn into a ragdoll

you'll probably need to use connected rigid body as explained here: https://www.youtube.com/watch?v=KUmIKWVrHZU


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Avoid obstacles overlap with BezierCurves
I am trying to modify the vertices of Bezier Curve to maneuver around any obstacles if existing in their way. So far, I am able to create curves through script but still unable to detect any overlap of other objects with this curve so that the vertices (left and right hands could be modified accordingly to maneuver around that obstacle). Basically, I want to make some object follow that curve path but it should avoid every existing obstacle in their way.
from bpy import ops, context, data
from mathutils import Vector

ops.curve.primitive_bezier_curve_add(enter_editmode=False)
curve = context.active_object
curve.name = 'Trajectory'
bez_points = curve.data.splines[0].bezier_points

bez_points[0].co = Vector((0.0, 0.0, 0.0))
bez_points[0].handle_left = Vector((0.0, 0.0, 0.0)) + Vector((0.5, 0.0, 0.0))
bez_points[0].handle_right = Vector((0.0, 0.0, 0.0)) + Vector((-0.5, 0.0, 0.0))

bez_points[1].co = Vector((10.0, 10.0, 10.0))
bez_points[1].handle_left = Vector((10.0, 10.0, 10.0)) - Vector((0.5, 0.0, 0.))
bez_points[1].handle_right = Vector((10.0, 10.0, 10.0)) - Vector((-0.5, 0.0, 0.))

I want to modify the curve so that the object following that path should avoid any obstacle in their way. I have illustrated it for better understanding.

Raycast into the scene

As a proof of concept have put together a "dodgy" artillery trajectory.

Define the two end points in scene
Target from point to point and shoot a ray into scene
If it hits an object, raise elevation by one degree and try again
If it does not hit, using current aim vector,  extend the right handle of the source knot to where it intersects the plane defined by target point and source to target normal.
The incoming handle is lazily set to vertical.

Note haven't put any checks and balances in to test if there is no possible LOS trajectory A to B.
To improve could use same method going other way.  Have found only the trajectory on the vertical plane.  Spinning the aim around point to point axis could be considered to find shortest two point bezier path that misses object obstacles between two points.  Another way to put this would be we are looking at pitch, could also consider roll, moving our aim around ever increasing concentric circles until a miss
Test code.
from bpy import ops, context, data
from mathutils import Vector, Matrix
from mathutils.geometry import intersect_line_plane
from math import radians

scene = context.scene
pt0 = Vector((-5, 0, 0))
pt1 = Vector((5, 0, 0))
up = Vector((0, 0, 1))
t = d = (pt1 - pt0).normalized()
axis = d.cross(up)
d_elev = radians(1)

hit = scene.ray_cast(
        context.view_layer,
        pt0,
        d,
        )[0]

R = Matrix.Rotation(d_elev, 3, axis)
while hit:
    t = R @ t

    hit = scene.ray_cast(
            context.view_layer,
            pt0,
            t,

            )[0]

t = R @ t # rotate one more time
pt2 = intersect_line_plane(
    pt0,
    pt0 + 1000 * t,
    pt1,
    d,
    )

ops.curve.primitive_bezier_curve_add()
curve = context.active_object
curve.name = 'Trajectory'
bez_points = curve.data.splines[0].bezier_points

bez_points[0].co = pt0
bez_points[0].handle_left = pt0 - t
bez_points[0].handle_right = pt2

bez_points[1].co = pt1
bez_points[1].handle_left = pt2
bez_points[1].handle_right = pt1

Added one more rotation after miss. Raycast can be a little dodgy if it hits an edge.

Some test results of moving two cubes, active curve is last result with cubes in current location.
As mentioned this is simply a proof of concept of manipulating the handle of a bezier curve to emulate lobbing over an obstacle in LOS changing degree of elevation.
Doing this using points of a right angled triangle with right angle at destination point.
To make this a "shortest" curve that misses obstacles would require more bezier points or investigating looking from other end moving  the apex of the triangle that is the intersection of handle right of source point and handle left of destination point vectors.

Yes, it seems a working solution, but I want a shortest distance from pt1 to pt2. So, if I put one cube above the curve and one in the line of curve, it is still making a projectile like path and not like passing through obstacles. I added an image in my question for reference.

As mentioned answer put forward of proof of concept that to make sure a projectile "lobs" over the obstacle can extend a handle to the plane. Raycast is a bit dodgy around edges, adding an extra rotation t = R @ t after the first miss avoids this somewhat. As mentioned for a closer result look at raycasting from the other end. or adding more curve points. For any direction would need to roll our target eg trace around ever increasing concentric circles with the line A to B as the center.  To put this another way have shown how to raycast from A to B and see if there is something inbetween.


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Restrict HDRI Lighting to affecting certain places
I have a small question. I was trying to get the hdri lighting only through the windows. As you can see, my model has one side of its face open and I don't want the hdri lighting to affect the open side, I want the lighting only from the Windows. The only way I can stop the lighting from affecting the model is to create two opaque planes along it, but I need to be able to see the inside of it without having the hdri lighting affecting it. How can I do it ?

I flipped the normals and used backface culling but it only works in the solid/material view, doesn't work in the render view mode.

Quite objviously that backface culling works only in viewport. It wasn't clear from your question do you want light from the world to be blocked only when in viewport or for render as well

Found the answer, For Cycles this node setup using the geometry node is to be used for making the object transparent on one side and completely opaque/diffused on the other, flipping the normals will help switch the sides and determine which side has which shader

Here's a link to the original question     https://blender.stackexchange.com/questions/2082/how-can-i-make-a-material-only-apply-to-a-side-of-a-plane/2083#2083

I'd suggest not using an HDRI, just use a plane with an emit shader,
To the question at hand, you can place planes to block light and then hide them by pressing H, alternatively you can set the display mode to wire, that way it will still be opaque at render time but not in  viewport.

additionally I'd recommend using a portal on the window to better performance.
At the moment that scene will be very heavy to render and you won't be reaping much benefit from an HDRI, just a warning, if your PC can handle it no problem.

I tried using planes to block the light but hiding them also hides them in the render and the light still comes through.

You can set the display mode to wire as an alternative to hiding, that way you leave it unhidden, and in render it will be opaque.
This is assuming you want to render with a camera inside the room which I'm now thinking is not the case right?


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Set the Edges Invisible [Feature-not-yet-supported]
We have a mesh using the mirror modifier. How could we set the central edges (yellow arrow indicators pointing at) used for mirroring invisible during working on the mesh? Like in Lightwave or Nevercenter Silo 2.
The left is the original model, and the right is the wanted symmetrical line hidden model:

This keeps the model looks neater when working on central parts of the model, like the nose:

X - Dissolve edges?

No, we would like to hide these edges to make editing way neater; dissolving the edges will break the symmetry.

Okay you are going to have to explain how that makes editing 'way neater'.  What are the benefits of that?

Original post updated for explaination.

'Neat' face topology is perfectly possible with a central edge loop.  E.g. https://s-media-cache-ak0.pinimg.com/736x/04/f5/6d/04f56d45b3dca2f1026ae1f514c59f84.jpg

In your example (and most of the example found on the web) there will be an symmetrical edge loop walking across the nose; mine doesn't. It's perfectly doable of course, just doesn't 'look' neat and kinda distracting when working on.

This won't be possible to achieve without applying Mirror mod and dissolving that edge. The main reason for this is that loops of the model flow in a way which assumes presence of one more near the mirror plane; you could redo that by grabbing whole mirrored part from mirrored plane and increase Merge threshold on Mirror mod, however this will enlarge the whole model.

It is possible as long as the edge owns a visibility attribute, so blender will know not-to-draw these edges if this visibility is preset to false by the user. Apparently blender doesn't have these kind of attributes defined for vertex/edge/face.

You need to apply the Mirror modifier, with merge and clip enabled, then in Edit mode Alt + Right mouse button click on one of the edges to select loop, then  X and select Dissolve Edges from the pop up menu.

We would like to keep these edges (just hide them) to make editing way neater. Dissolve the edges will break the Symmetry.

You want to hide edges in Edit Mode?

Technically 'set them invisible'. in Blender 'hide' (H key) will also hide the face associated which is not what we want.

My "solution" has been just to change the attitude about it. If I want to remove the middle seam I can easily do it once I apply the mirror modifier. However I find that having the middle seam there simply is beneficial to modeling, UV unwrapping, weight painting etc because often I want to give the middle vertices/edges special attention.

not removing them, but hiding them.


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Changing the default object origin from center to corner?
Newly added objects are always added from their centers by default. I'd instead like to add them from their top-left bottom corners.
Below is an example:

I don't want to adjust the origin afterwards, but from the outset when I add a new object, they should be added, scaled or rotated from the top-left bottom corner position.
So, for example, if I wanted to add another object on top of this cube (e.g. cylinder), all I should need to do is to move the 3d cursor to the top-left top corner of the cube and then add object without needing to translate it along the x/y axis for alignment with the cube below.
At the moment however, whenever I add a new object it gets added from its center, as shown below:

Is there any way of changing this?

You could hook a Python script into the calls where your Meshes are being generated and do the translation via Edit-Mode there. Or you might just assign a Hotkey to a Script that does the Translation as afaik there is no such functionality implemented in Blender yet.

So, every mesh object will always be added from its centre of mass. There's no way of changing this?
So, if I wanted to add that cylinder on top of that cube, I would always have to translate it in x, y and z position, just to get it to sit on top of the cube?
Or I suppose the only other alternative is to position the cursor to a place that keeps the center of mass in mind?

You can use the CreaPrim add-on to make custom versions of your primitive meshes that have their origin points where you want them.

As far as I know there is no built in way of doing this natively, at least not without some python coding or script/addon involved.
There is one addon for aligning objects that has an additional feature that allows you to align object centers directly from object mode though.
It doesn't do it automatically but maybe it can save you a few steps http://blenderartists.org/forum/showthread.php?256114-Add-on-Advanced-align-tools


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How to get the 2D bounding box of a 3D object using the Python BPY module?
I want to get a 2D bounding box for all objects in my scene, via Python (using the BPY module).
I can do this using this code. I have up to 100 objects in my scene. Rather than iterating over all vertices as described in the previous link, I was thinking that using the bound_box property of Blender objects, which returns 8 xyz coordinates. The idea is that I would inspect the 8 coordinates and draw a 2D box around them, like this before and after pic:

How can I do this? At the end, I want to minX, maxX, minY, maxYrepresenting the coordinates of the bounding box.

You just need a few changes (6 lines in total) from the code you linked to achieve that.
There is just one little problem with the method you suggest and I will explain that to you in the end.

I changed the line object= bpy.data.objects['Cube'] to object= bpy.context.object just to have the script operate on the active object instead of the default Cube object. This is optional but I wanted to use this for faster testing.
Then, the line mesh = object.data to mesh = object.bound_box because I need to work on the bounding box and not on the mesh data (where the vertices are stored).
Then I changed numVertices = len(object.data.vertices) to numVertices = len(mesh). Remember, mesh is now an array that contains the coordinates of the corners of the object's bounding box (You probably want to change the names of those variables by more significative names but for the sake of this answer, I'm going to use the same names as the original code).
co = mesh.vertices[t].co becomes co= mesh[t].
pos = (col0 * co.x) + (col1 * co.y) + (col2 * co.z) + col3 is changed to pos = (col0 * co[0]) + (col1 * co[1]) + (col2 * co[2]) + col3 because each element of object.bound_box is stored as an array not a vector3.
I also changed object= bpy.data.objects['Cube'] to object= bpy.context.object in the function UpdateFrame(scene).

This is the full code (I removed the comments to avoid making it to long):
import bpy
import bpy_extras.object_utils

UpdateFrames = 1

def UpdateBorder(camera, scene, object):
    print("\nUpdateBorder Frame "+str(scene.frame_current))
    matrix = object.matrix_world

    mesh = object.bound_box

    col0 = matrix.col[0]
    col1 = matrix.col[1]
    col2 = matrix.col[2]
    col3 = matrix.col[3]

    minX = 1
    maxX = 0
    minY = 1
    maxY = 0

    numVertices = len(mesh)

    for t in range(0, numVertices):

        co = mesh[t]

        pos = (col0 * co[0]) + (col1 * co[1]) + (col2 * co[2]) + col3

        pos = bpy_extras.object_utils.world_to_camera_view(scene, camera, pos)

        if (pos.x < minX):
            minX = pos.x
        if (pos.y < minY):
            minY = pos.y
        if (pos.x > maxX):
            maxX = pos.x
        if (pos.y > maxY):
            maxY = pos.y

    render = scene.render
    pMinX = str(int(minX*render.resolution_x))
    pMinY = str(int(minY*render.resolution_y))
    pMaxX = str(int(maxX*render.resolution_x))
    pMaxY = str(int(maxY*render.resolution_y))
    print("  ("+pMinX+", "+pMinY+") - ("+pMaxX+", "+pMaxY+")")

    render.border_min_x = minX
    render.border_min_y = minY
    render.border_max_x = maxX
    render.border_max_y = maxY

def UpdateFrame(scene):
    camera = bpy.data.objects['Camera']
    object= bpy.context.object
    UpdateBorder(camera, scene, object)

print("Initializing")

scene = bpy.context.scene
camera = bpy.data.objects['Camera']
object= bpy.context.object
UpdateBorder(camera, scene, object)

bpy.app.handlers.frame_change_post.clear()
bpy.app.handlers.frame_change_post.append(UpdateFrame)

This code works as intended but as I told you in the begining, this doesn't give you exactly, depending on the camera angle, the same results as the first code and here is why:
The (projected) 2D bounding box of a mesh and the 2D bounding box of that mesh's bounding box are not the same. It depends on the camera angle. Just try to run that code with Suzanne and you'll see :

while the previous code gives this :

which have a render border that fits our favorite monkey perfectly.
To understand what's happening, just enable Suzanne's border box in the Object properties :

There you have it. The method you suggested can be done and would definitely be faster, especially when involving a lot of objects, but keep in mind that it doesn't give as good a result as the original code.
I hope I helped you in some way.

Thanks! I guess we could solve the bounding box issue (proposed method) by always reshaping the bounding box into a cube. Do you know how we could do that? Any handy BPY functions?

What do you mean? THe bounding box is already a cube (a cuboid to be accurate)

If the bounding box was a cube (it is a rectangular cuboid above), the padding/space between the render border and the model would be consistent. At the moment, the gap changes, depending on the angle of the model to the  camera.

A bounding cube would be way bigger than a bounding cuboid. The gaps will get event bigger.

Got it - thanks!


text:
How to make an IK chain stay above another IK chain
I modeled a recurve bow and now I'm rigging it. The wooden body of the bow bends correctly.

But at the start of the pulling motion the string's IK chain straightens and goes trough the tip curvature.

Any idea of how to constrain the string's IK chain so it always stays above the bow's IK chain?

Can you upload your file?
http://blend-exchange.giantcowfilms.com/help/

I've uploaded the rig: http://blend-exchange.giantcowfilms.com/b/1223/

In an IK chain, you can limit bone rotations to keep them within a certain range of movement. Select the base bone in your IK chain and limit one of its rotation values (in this case either X or Z) until the mesh doesn't intersect with the bow's arm. Repeat this process down the chain to get a nice curve running along the arm. When limiting, it is not necessary to set both negative and positive limits to custom values. Most of the time you will want to keep one side completely open (+-180 degrees) while limiting the other. These limit values have hard limits of +-180 degrees because any rotation beyond will simply flip the IK solution to the other side. For more intuitive and predictable visual feedback, I recommend putting your IK chain bones in one of the many Euler rotation modes.


text:
How do I make my tank track tread spin?
[ (the file model working ^^^^^)this is my model bellow (1)

(my attempt at translating your work ^^^^)I want it too spin like in this Youtube video tutorial(2)

I have an answer. Translate the tank tracks, instead of rotating them.
Yours sincerely,


text:
my curve modifier does not modify my arrayed object around the curve?
my curve modifier does not modify my arrayed object around the curve?

That animated GIF is very annoying. Try uploading your blend file.

The curve modifier has deformation axis options :

Try to click on X, Y or Z. Or check you did not clicked on the "eye" button on the top of the above picture.

I tried the curve modifier options but didn`t work for me. Another thing I have noticed is when i try to pick object my curve shapes name is not added instead its "BezierCircle" mine is named t circle and dont show up even when I write it in the text field

Could you share the blend file ?

You sure you selected the right curve in the Curve Modifier settings?

here is the file I have played around with the  options on the curve modifier but cant get the parts to align to follow the path of the curve

ok.. with your blend file modifying X, Y, Z works... but... you NEED to align the curve and the mesh with the axis or the result wont be predictable. In your file the curve is somewhere in 3d space.. but not aligned on a plane : that could be a wanted effect.. but for what you want to do.. surely not. Here is your file with two examples : http://www.pasteall.org/blend/42145

If you look, you can see he showed he was trying to change the deform axes and nothing was happening.

@AnthonyForwood yes, but he showed this after an edit consecutive to the answer...


text:
armature disappears when importing a skinned character in obj, format?
armature present before importing
[

Can you upoload a screenshot or the file of your blend? I can't focus your problem

I have now tried to import a different rigged character but the armature gets missing in the importing process

i repeat please upload your file. We can't help you. Your question is not focues enought

the problem is obvious from the images I have now added and the thus the  question more focused

Obj format that supports only geometry and does not support rigs or animations.

The OBJ file format is a simple data-format that represents 3D geometry alone — namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices. -wikipedia

For animations you should use some other format. Fbx for example is supported by most 3d software and popular game engines Unity and Unreal.

Animation can be exported... with 1 obj per frame (export option)

It can, but that is blender-specific behaviour not defined in .obj specification and not universally supported.

when I tried importing in Fbx. format I got the bones but not the controllers with it. how can I get the controllers for the character?

I don't know what kind of controllers you are talking about, but if you mean stuff like constraints you are out of luck as those are blender's own system and cannot be exported any way i'm aware of. Simple parent-child relationships should be exported just fine.

@Rawcal  When I tried generating the mesh it didn`t work any suggestions on how to generate that?


text:
Undocumented API change between 3.5 and 3.6 UV Map
I have a script that duplicates a sourceobject N times, one for each entry in a array, and then scales the UV for that object to 1/n the height, and moves it vertically in the UV map to not have overlapping UVs before joining all duplicated objects.
This have worked great before 3.6, but now all instances get the UV Offset of the last object in the list for some reason. Both 3.6 and 4.0 show the same issue. Can't find anything in the changelog.
Logging the "offset" value shows that each instance gets it's correct offset but it does not seem to apply to the actual object.
Can anyone see any issues or know of why this may not work in 3.6 and above?
for idx, ((x, y, z), (rx, ry, rz)) in enumerate(instance_data_list):

    # Duplicate the original source object
    bpy.ops.object.duplicate(linked=False)

    # The duplicated object becomes the active object
    instance = bpy.context.active_object

    # Move and rotate the instance
    instance.location = (x, y, z)
    instance.rotation_euler = (math.radians(rx), math.radians(ry), math.radians(rz))

    # Adjust the UV map
    uv_layer = instance.data.uv_layers.active
    scale_factor = 1.0 / len(instance_data_list)
    offset = scale_factor * (len(instance_data_list) - idx - 1)

    # Find current min and max UV values for vertical adjustment
    min_uv_y = min([uv_data.uv[1] for uv_data in uv_layer.data])
    max_uv_y = max([uv_data.uv[1] for uv_data in uv_layer.data])

    # Print the results to the console
    print("")
    print("Minimum UV Y:", min_uv_y)
    print("Maximum UV Y:", max_uv_y)
    print("Offset: ", offset)

    # Adjust the UVs
    for uv_data in uv_layer.data:
        original_uv_y = uv_data.uv[1]  # Store original value for printing

        # Normalize the UVs
        uv_data.uv[1] = (uv_data.uv[1] - min_uv_y) / (max_uv_y - min_uv_y)
        normalized_uv_y = uv_data.uv[1]  # Store normalized value for printing

        # Apply scale and offset
        uv_data.uv[1] = uv_data.uv[1] * scale_factor + offset

        # Print before and after values
        print(f"Original UV Y: {original_uv_y}, Normalized UV Y: {normalized_uv_y}, Adjusted UV Y: {uv_data.uv[1]}")

    instances.append(instance)

instance_data = [
    ((28.046864, -7.994648, 18.856857), (0, 90, 180)),
    ((28.046864, -8.994648, 18.856857), (0, 90, 180)),
    ((28.046864, -9.994648, 18.856857), (0, 90, 180)),
    ((28.046864, -10.994648, 18.856857), (0, 90, 180)),
    ((28.046864, -11.994648, 18.856857), (0, 90, 180)),
    ((28.046864, -12.994648, 18.856857), (0, 90, 180)),
]


text:
Orbit and pan not working with Middle mouse button
I am using Blender 3.4. I cannot orbit or pan with my middle mouse button.i use Lenovo ThinkPad t480. I tried enabling emulate 3 button mouse. After that I could orbit but pan didn't work. Please help me to solve it.

Hi. Are you holding down the Shift key when you try to pan?

How are you panning?

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


text:
Is it possible to animate a character that is using the multi-res modifier
I'm trying to create some characters but I want to keep the details from the sculpt. If I use the multi-res modifier without applying it can I animate the character without any issues?

Yes you can but have you thought about baking the details onto a low-poly version? It would make the objects much lighter...

Yes place the armature modifier before the multires modifier.
To increase performance, disable the multires modifier for the viewport.


text:
When I click 'Generate Data Layers' the pants are jumping off the body
I try to dress the character with pants,
but when I click Generate Data Layers and Apply, the pants are jumping off the body

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

As you can see if you switch your armature to its default pose, your pants are not aligned with it:

You need to correct that in Edit mode:

At last, in your Data Transfer modifier, choose Body_Mesh.001, not Body_Mesh:

Thank you, i will try


text:
Issue with Gizmo Alignment on Bone Tail Selection in Blender Armature

Hello everyone,
I've encountered an issue in Blender while working with Armature, specifically when selecting Bone Tails. Despite setting the Gizmo's pivot point to 'Active Element', the Gizmos continue to align with the Bone Head instead of the selected Tail. I've made sure to select only the Tail part in Edit Mode, expecting the Gizmos to appear at the Tail's location for manipulation, but this hasn't been the case.
Here are the steps I've followed:
Switched to Edit Mode and selected the Bone Tail precisely.
Changed the Gizmo's pivot point setting to 'Active Element', hoping it would align the Gizmo with the selected Bone Tail.
Unfortunately, the Gizmo still aligns with the Bone Head, which is not what I'm aiming for. I want to be able to manipulate the bone from the Tail's position using the Gizmos centered on the Tail.
I'm using Blender version 4.0.2
Has anyone experienced this issue or can provide insight into what might be causing this? Any suggestions or workarounds would be greatly appreciated.
Thank you in advance for your help!

I've discovered that changing the pivot point from 'Active Element' to 'Median Point' unexpectedly resolved the issue.


text:
Using a greyscale image as a weight map for point distribution
I imported this image with blender GIS using the basemap on mesh option. I'm trying to use this image as a weight map that distributes points randomly on my mesh, where darker colours indicates a lower density of points and lighter colours indicate a higher density of points.

Here is my geometry node set up and material panel:

I am trying to instance cubes along the mesh but it doesn't seem to be working. No points are being generated from the distribute points on faces node. What is going wrong here?

how many faces does it mesh have? in geometry node the geometry (here face) are like pixels, i.e. the distribute points on faces node reads the density (and the other inputs') data from the face domain, so if you have only one face then you will only read the texture at one point (in the middle).

The mesh I'm using has 2.3 M faces, so I don't think it's a face issue.

i just looked st the picture you sent and I see the problem. you didn't select sn image in the node, so it's not reading anything.


text:
Set multiple objects to the same z value using geometry nodes
I have three objects, all with different z values. The goal is to rescale these objects so that the z values are identical for each object:

I'm trying to scale multiple objects relative to a single reference object, so that the z dimension for every input object is identical to the source object.
Here is my geometry node set up so far:

With this set up, I'm able to carry the z dimension from a target object and match the z value of the source object. For example, I can resize the cube so that it matches the z of the cylinder, if the node is on the cube and I select the cylinder as a target:

I want all three objects to be resized in the same way, but the thing that's limiting me is that I'm only able to resize the source object, since only the source geometry can be changed in the group outputs. Any ideas on how to achieve my goal?

Would a new geometry including the three rescaled objects be acceptable ? Because as you wrote, the GN modifier can not modify other objects that the one it as added to.

Yes a new geometry would work as well. I'm thinking this is where instancing would come in handy?

(Using Blender 3.6.8)
The following GeometryNode modifier is added to a Single Vertex.

1. The Add Object node group is adding a new point to a point cloud by transferring the Location of the input object to its Position and by setting its Radius to the height ratio between the reference object and the input object.
2. In the main GN graph, each target object position and height ratio are transferred to a point, collected in a point cloud.
3. Target geometries are also collected as instances through the Geometry to Instance node.
4. The point cloud is used to instance the associated target objects, taking advantage of the Radius attribute to scale these.
Resources:

This is excellent! Thank you.


text:
How to make a 2D eye attach with 3D model's face, then add a rig to the eyes so they are able to move around the face?
I'm trying to make 2D eyes on my model character's face. How do I stick on face and how to rig eyes on face. You know, moving up and down and side and move anywhere around on the face. Please answer if you know the question.

hello, could you please show some screenshots? it would help

Typically the way to use 2D-Images in 3D is UV-Mapping. This technique maps specific parts of the image to specific faces of the model. Then you work with the model and do things like rigging and movements. For example you can model the basic shape of an eye with spheres, unwrap the sphere onto an 2d plane (the image) and rig the sphere.
You may want to look for some tutorials about UV-Mapping like this:
https://www.youtube.com/watch?v=XeBUfMKKZDo

I'm missing an important keyword here: UV Warp Modifier. With this modifier, you can change the texture mapping for 2D face expressions. Examples: https://youtu.be/beTOy-dwOOc and https://youtu.be/BopkonvbCEE or here at BSE: https://blender.stackexchange.com/q/55295/107598

nice! never done things like this


text:
How to add normal map to Toon shader

At the top box are my Toon shader nodes. Then I wanna add a normal map to these nodes. I am very new to render and nodes stuff.

On the left side of your graph, add a Glossy BSDF under the Diffuse BSDF. Mix them with a Mix Shader. Add a Fresnel and connect it to the "fac" input of the Mix Shader. Then, connect the Normal Map to all the Normal inputs you see (pictured below). Then, of course, connect the output of the Mix Shader to the input of the Shader to RGB. Change the roughness of the Glossy BSDF as needed. Note - your Normal Map should be in non-color color space (it is currently set to linear).

OMG！Thank you again, Christopher!

@garyyang Please consider to accept the answer. Please read: https://blender.stackexchange.com/help/someone-answers

where is accept?


text:
No cast shadow in toon shader?
I was learning toon shadow in this Youtube video - https://www.youtube.com/watch?v=J8RhUKituqs&lc=UgzoClbBcrLwmP-sll54AaABAg.9_tJGWes9eA9_v-gVT5vHi&ab_channel=MauroFanti
And the result was awesome. but I can't render the cast shadows between two objects. For example, I put a cup on a table but the cast shadow of the cup can't render on the table. I also ask this question on his channel.

Are you in a rendered preview?  Do you have any lights in the scene?

Yes, of course. The point is each object has shadows on itself like different tones.

Okay, then we'd at least have to see the material, and preferably the file, to tell you what's happening.


text:
how to bake texture from materials correctly?
What is wrong with me?
Plane with materials on the left and texture on the right
You can answer in python

Do you just need to bake a plane? If so, why? Do you want to create a setup where you can render an image without any changes as a basis for your project (and then add some stuff), or do you you want to bake an actual mesh (something more complex than a plane), but the plane is just for a simple test?

@Markus von Broady - I want to use a texture from materials

@Markus von Broady - yes it is with uv grid(but I think it doesn't matter)


text:
How do I model something that won't be there all the time?
I have a creature model in early production and I plan to make it be able to sprout wings and spikes, but not have them there all the time. How would I go about doing that? Would I have to make a whole separate model for it?

You could do it all as one piece, or as two separate pieces - whatever works best for you. Personally, I would probably do something like that as 2 pieces, because I could make the wings separately, and have them "grow" on demand, whether by using a particle system or maybe a Build Modifier.. Also, keeping the pieces separate allows you to more easily "tweak" one without worrying about altering the other. Remember - this is just one user's opinion, though.

You could model the wings/spikes at full size, keyframe the scale at your end keyframe, then scale them down until they're so small that they're not noticeable and keyframe the scale at the beginning keyframe.  Then, the objects would appear to grow over time.  Just keep an eye on the point that they're being scaled about so they don't end up accidentally shifting to somewhere you don't want them.
As for modeling them all as one object or separate, it seems like modeling them all as part of the creature would make it easier to rig and animate.  The only issue I could see is if you scaled the wings and spikes by different amounts.  I haven't tried it so that may not be a problem but I would think that, as long as you scale the wings and spikes down by the same amount, it should work fine.  I have modeled different components as part of the same object by assigning them to different vertex groups, that makes it easier to select individual components.


text:
My render preview in the viewport and my final rendered image look nothing alike (my render preview looks far better)

Above is the final rendered image (left) and the render preview (right)

please [edit] your question and use the tools from this site to upload images, so that they show as part  of the question and not as links. https://meta.stackexchange.com/questions/83096/how-to-place-an-image-in-a-stack-overflow-question

Some settings have different values between render and preview. Modifiers, for instance. Just a guess but give it a check.

Hello :). Render preview uses an HDRI background for lighting. It seems like your render has just a solid color background.

Related: How to use default HDRIs in Renders


text:
Blend file completely bricked, crashes when opening
I have a file that is completely bricked. It crashes when I open it and when I try to append it into another file.
I have no back-ups and no autosave,it was last opened on Blender 3.0 and the debug log says "EXCEPTION_ACCESS_VIOLATION".
Is there any way to recover the contents of the file? Here is the file if you want to take a look.
The Debug log is here for anyone who wants to take a look:
graph_id_tag_update: id=GRScene Collection flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=SCScene flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GRCollection flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GROVERRIDE_RESYNC_LEFTOVERS flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GRScene Collection flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=SCScene flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=SCScene flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GRScene Collection flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=SCScene flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GRCollection flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GROVERRIDE_RESYNC_LEFTOVERS flags=COPY_ON_WRITE source=USER_EDIT
DEG_relations_tag_update: Tagging relations for update.
graph_id_tag_update: id=GRScene Collection flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=SCScene flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GRCollection flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GROVERRIDE_RESYNC_LEFTOVERS flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GRScene Collection flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=SCScene flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GRCollection flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=GROVERRIDE_RESYNC_LEFTOVERS flags=COPY_ON_WRITE source=USER_EDIT
DEG_relations_tag_update: Tagging relations for update.
ED_screen_refresh: set screen
time bl_operators 0.0130
time bl_ui 0.0530
time keyingsets_builtins 0.0010
time nodeitems_builtins 0.0050
bl_app_template_utils.reset('')
        addon_utils.enable io_anim_bvh
        addon_utils.enable io_curve_svg
        addon_utils.enable io_mesh_ply
        addon_utils.enable io_mesh_stl
        addon_utils.enable io_mesh_uv_layout
        addon_utils.enable io_scene_fbx
        addon_utils.enable io_scene_gltf2
        addon_utils.enable io_scene_obj
        addon_utils.enable io_scene_x3d
        addon_utils.enable cycles
        addon_utils.enable mesh_looptools
        addon_utils.enable curve_tools
        addon_utils.enable node_wrangler
        addon_utils.enable magic_uv
        addon_utils.enable add_curve_sapling
        addon_utils.enable add_curve_extra_objects
        addon_utils.enable add_mesh_extra_objects
        addon_utils.enable io_import_images_as_planes
        addon_utils.enable ant_landscape
mtree updater verbose is enabled
mtree Updater: Read in json settings from file
register_class(...):
Warning: 'mtree_settings_panel' does not contain '_PT_' with prefix and suffix
        addon_utils.enable modular_tree-blender_28
        addon_utils.enable greasepencil_tools
Registered Animation Nodes
        addon_utils.enable animation_nodes
        addon_utils.enable render_freestyle_svg
        addon_utils.enable add_mesh_geodesic_domes
        addon_utils.enable add_mesh_discombobulator
Python Script Load Time 0.8842
Warning, unregistered class: ViewLayerAOVPanel(Panel)
Warning, unregistered class: ViewLayerCryptomattePanel(Panel)
Warning, unregistered class: CyclesPresetPanel(Panel)
Warning, unregistered class: curvetoolsSelectedObjectHeader(Header)
[SCScene :: View Layer]: Removed 24 relations to no-op nodes
graph_id_tag_update: id=SCScene flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=OBCube flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=MECube flags=LEGACY_0 source=RELATIONS
graph_id_tag_update: id=MECube flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=MAMaterial flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=OBLight flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=LALight flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=OBCamera flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=CACamera flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=GRScene Collection flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=GRCollection flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=WOWorld flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=RELATIONS
graph_id_tag_update: id=LSLineStyle flags=COPY_ON_WRITE source=RELATIONS
Depsgraph built in 0.005544 seconds.
graph_id_tag_update: id=SCScene flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=OBCube flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=MECube flags=LEGACY_0 source=VISIBILITY
graph_id_tag_update: id=MECube flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=MAMaterial flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=OBLight flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=LALight flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=OBCamera flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=CACamera flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=GRScene Collection flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=GRCollection flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=WOWorld flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=VISIBILITY
graph_id_tag_update: id=LSLineStyle flags=COPY_ON_WRITE source=VISIBILITY
[SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_EVAL_DONE()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: SEQUENCES_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_ENTRY()
[SCScene :: View Layer]: Operation is entry point for update: VIEW_LAYER_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_LOCAL()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_FINAL()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_INIT()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_ENTRY()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_LOCAL()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_INIT()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_SELECT_UPDATE()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_SIMULATION_INIT()
[SCScene :: View Layer]: Operation is entry point for update: SCENE_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: OPERATION()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_FINAL()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_FINAL()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_INIT()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_EVAL_INIT()
[SCScene :: View Layer]: Operation is entry point for update: OPERATION()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EXIT()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_EVAL_DONE()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_LOCAL()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_SIMULATION_INIT()
[SCScene :: View Layer]: Operation is entry point for update: AUDIO_ENTRY()
[SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: SOUND_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EXIT()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: AUDIO_VOLUME()
[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_SIMULATION_INIT()
[SCScene :: View Layer]: Accumulated recalc bits for SCScene: 8195
[SCScene :: View Layer]: Accumulated recalc bits for OBCube: 8323
[SCScene :: View Layer]: Accumulated recalc bits for MECube: 4286574467
[SCScene :: View Layer]: Accumulated recalc bits for MAMaterial: 8320
[SCScene :: View Layer]: Accumulated recalc bits for NTShader Nodetree: 8320
[SCScene :: View Layer]: Accumulated recalc bits for OBLight: 8195
[SCScene :: View Layer]: Accumulated recalc bits for LALight: 8320
[SCScene :: View Layer]: Accumulated recalc bits for OBCamera: 8195
[SCScene :: View Layer]: Accumulated recalc bits for CACamera: 8192
[SCScene :: View Layer]: Accumulated recalc bits for GRScene Collection: 8195
[SCScene :: View Layer]: Accumulated recalc bits for GRCollection: 8192
[SCScene :: View Layer]: Accumulated recalc bits for WOWorld: 8320
[SCScene :: View Layer]: Accumulated recalc bits for NTShader Nodetree: 8320
[SCScene :: View Layer]: Accumulated recalc bits for LSLineStyle: 8192
[SCScene :: View Layer]: deg_evaluate_copy_on_write on LSLineStyle (0000022881B5D5B8)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on NTShader Nodetree (0000022881B5DAB8)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on SCScene (00000228FF6B2078)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on NTShader Nodetree (0000022881B5EC38)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on MECube (0000022881B4CBB8)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on WOWorld (0000022881B35038)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on LALight (00000228FF14FC38)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on MAMaterial (00000228FF148D78)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on CACamera (0000022881B5E9B8)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on OBCube (0000022881B80838)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on GRScene Collection (0000022881B36E38)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on GRCollection (0000022881B35F38)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on OBLight (0000022881B80138)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on OBCamera (0000022881B43938)
[SCScene :: View Layer]: layer_eval_view_layer on View Layer (0000022881B2F438)
[SCScene :: View Layer]: BKE_object_eval_local_transform on OBCube (0000022881B80838)
[SCScene :: View Layer]: BKE_object_data_select_update on MECube (0000022881B4CBB8)
[SCScene :: View Layer]: BKE_material_eval on MAMaterial (00000228FF148D78)
[SCScene :: View Layer]: BKE_light_eval on LALight (00000228FF14FC38)
[SCScene :: View Layer]: BKE_mesh_eval_geometry on MECube (0000022881B4CBB8)
[SCScene :: View Layer]: BKE_object_eval_local_transform on OBLight (0000022881B80138)
[SCScene :: View Layer]: BKE_object_eval_local_transform on OBCamera (0000022881B43938)
[SCScene :: View Layer]: BKE_world_eval on WOWorld (0000022881B35038)
[SCScene :: View Layer]: SEQ_eval_sequences on SCScene (00000228FF6B2078)
[SCScene :: View Layer]: BKE_object_eval_eval_base_flags on OBCamera (0000022881B43938)
[SCScene :: View Layer]: BKE_object_eval_eval_base_flags on OBLight (0000022881B80138)
[SCScene :: View Layer]: BKE_object_eval_eval_base_flags on OBCube (0000022881B80838)
[SCScene :: View Layer]: BKE_object_eval_transform_final on OBCube (0000022881B80838)
[SCScene :: View Layer]: BKE_object_eval_uber_data on OBCube (0000022881B80838)
[SCScene :: View Layer]: BKE_object_handle_data_update on OBCube (0000022881B80838)
[SCScene :: View Layer]: BKE_object_eval_transform_final on OBCamera (0000022881B43938)
[SCScene :: View Layer]: BKE_object_eval_transform_final on OBLight (0000022881B80138)
[SCScene :: View Layer]: BKE_object_select_update on OBCube (0000022881B80838)
[SCScene :: View Layer]: BKE_object_data_select_update on MECube (0000022882302B38)
Depsgraph updated in 0.012987 seconds.
Depsgraph evaluation FPS: -nan(ind)
loading preset: E:\Hard Disk\Blender3.0LTS\3.0\scripts\presets\keyconfig\Blender.py
FRS_set_context: context 0x00000228F2271EF8 scene 0x00000228F42DC0B8
Read blend: E:\Hard Disk\Blender3.0LTS\Berline.blend
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF75E14AAA0
Module  : blender.exe
Thread  : 00001a70

Nope. That crashes for me too, either opening or trying to append. (Blender 3.0.1)

Do you know what could be done to recover data from it (meshes, uv maps...)?

Same here - Can't open it. Debug not very helpful (at least to me) either.

I included the debug log in your question to make it easier for people who know about these things to diagnose it- hope that's ok.

If you can't append from it into another file I doubt there's much hope I'm afraid. :^(

But isn't there a way to parse data from the raw file? I'm interested in the mesh data and uv maps


text:
Download and installation of Blender 2.93 beta and 3.0 alpha Windows 7 64
I just downloaded Blender 2.93 (beta Windows 64) and Blender 3.0 (alpha Windows 64).
I copied the files on my linux machine to unzip them. The I copied the unzipped directories back on my Windows 7 64 machine. I even copied 3.0 in the Blender directory nect to the older versions.
When I click on Blender.exe as instructed I got a "Impossible de démarrer le programme car il manque api-ms-win-core-path-l1-1-0.dll sur votre ordinateur (...)"  Which means api-ms-win-core-path-l1-1-0.dll is missing on my computer. Same thing for both downloads. Is there a way around this?

Hello, in general this kind of errors are solved by downloading and installing the latest version of Visual C++ libraries. You can download them from the official microsoft website, the file will be called something like vc_redist.x64.exe. Do not ever download this kind of file from a third party site. I'm voting to close this question because it is about a bug, and I'm not sure it relates to Blender. Cheers


text:
Geo Nodes curve to mesh node input multiple profile curves and multiple axis curves
I have a sequence of nodes generating something similar to natural animal scaly skin like curves. I want these curves to serve as profile curves on a curve to mesh node or some other node that can generate mesh from these curves. I then have a mesh to points node that gives me a location at the approximate center of each profile curve. I then generate noisy curves at those center points. These noisy perpendicular curves I can then use to control their radius and form making the geometry generated from the profile curves long or short, smooth or noisy or even animated.
The problem: I want to have each profile curve go along each perpendicular noisy curve but the curve to mesh node treats all the profile curves as one single curve.  Is there a way to get each profile curve to "extrude" along each respective noisy curve perpendicular to it? Is this done by using the index node or ID node some how so that Blender knows which profile curve should be used for each perpendicular curve? How can I view each curve's index and then match it to each respective profile curve?
I tried using the separate geometry node in combination with the mesh island node. I thought that maybe this would make each profile curves become a separate individual meshes similar to when you have a collection of meshes and then choose separate children but that did not solve the problem.
I also tried converting the profile curves generated within geonodes to a mesh which I then separated by loose parts and placed within a collection. I then referenced the collection in the geonodes node tree and tried to use the separate children toggle in the collection info node to get each profile curve to "follow" each noisy curve. This also didn't work. The curve to mesh node ends up placing every separate profile curve on every noisy perpendicular curve or it seems to apply all of the collections contents at each noisy perpendicular curve. Is there some other approach that could achieve this sort of multiple profile curves for each perpendicular curve generated on the profile curve?
I tried approximating the final result I am attempting to setup with a sequence of nodes that combine the extrude mesh nodes and scale elements node but these do not generate geometry that has a noisy curve controlling them at their centers.
Here are some images illustrating the problem and attempts to build what I am trying to achieve. The first image shows the profile curves and the axis curves. The second image shows how every profile curve ends up at each axis curve. The third image shows the extrude mesh node and scale elements attempt.

As far as I understand your question, what you want to do is unfortunately not currently possible with Geometry Nodes. Curve to Mesh can use several base curves, but it always extrudes all given profile curves along them and cannot process them differently.


text:
How do I Include scene.camera name in render output filepath?
So I have multiple cameras for different angles in my scene. I want the output file to be something like: renders\CAMERANAME\framenumber.png
It would be nice if this could be done automatically - currently I'm just typing the camera name in by hand, but I would like to streamline this so if I switch cameras it changes the folder for me.
I have been trying to use python but I am not very good and not sure how to do what I want.
this is as far as I got(not very far haha)
import bpy
import os

scn = bpy.context.scene

path = scn.render.filepath
cam = scn.camera

scn.render.filepath = path + cam +scn.frame

Have you tried with:
camPath = os.path.join(path, cam.name, str(scn.frame_current))

scn.render.filepath = camPath

the script automatically creates the directories with your cams names. If it is already there, the script just puts the animated pics in these folders.
check this out:
import bpy
import os

scene = bpy.context.scene

oldPath = bpy.context.scene.render.filepath

for ob in scene.objects:
    if ob.type == 'CAMERA':
        bpy.context.scene.camera = ob

        filepath = bpy.context.scene.render.filepath

#        filepath = bpy.data.filepath # blend file
        directory = os.path.dirname(filepath)

        name = ob.name + "/"

        directory_to_test = os.path.join(filepath, name)

        if not os.path.exists(directory_to_test):
            os.makedirs(directory_to_test)
            print("created directory: ", directory_to_test)

        file = directory_to_test + "render"

        bpy.context.scene.render.filepath = file

#        bpy.ops.render.render( write_still=True )

        bpy.ops.render.render(animation=True)

        bpy.context.scene.render.filepath = oldPath


text:
Cycles. Box on font line unable to delete
I have a box on the font line of my text crawl that also appears to be a point of axis for the crawl. I cannot remove it without deleting the text. I am pretty new to blender so still learning, below is the link to my blend http://www.filedropper.com/attempt1_1 . can you look over it to see what I am doing wrong?

It looks like a character the font does not have so it shows up as a block maybe. Check the source text in a text editor and make sure there are no strange characters.

enter edit mode and select and delete the square

Please use another service for sharing files without entering captcha; blend-exchange is often used here. As for the square, letters are already converted into mesh, so enter Edit mode and delete unwanted vertices, as @Chebhou suggested.

hi, thanks I will use blend-exchange from now on. I will just redo the whole thing as when i enter edit mode click delete vertices nothing happens heh

After you converted the text to a mesh(That's how it was when i downloaded the .blend), there was more than one, many in fact, squares overlapping it's self.
Just select all, press W and select remove doubles. Then, select the square again and delete it.
A step by step guide:

Select the text.
Enter Edit mode.
Select all and then press W then press Remove doubles.
Press Z to go into Wireframe mode.
Press C to turn on Circle select.
Select the square using Circle select.
Press X or Delete and then press Vertices .
Exit Edit mode, and it should be done. :)

Link to the process.

Hi thanks for your comments, I removed doubles, but it wont let me select the square independently and just dletes the whole text. I dont know how to go back in and change the text or convert back to text from mesh

@LucidDreams Added a step by step guide. :)

your a legend thank you for that! display means a lot ill play with that when i have time thankyou again. top answer

@LucidDreams No problem.


text:
Vertices behaving like parented bone is rotating when neighbouring bones rotate
e.g. When I rotate the character's upper shin bone, the vertices behave as if her lower thigh bone is also rotating.

The vertices around the lower thigh are not weighted to anything else but the thigh bones and I only have one armature modifier. I'm fairly certain it's reacting to that unmoving lower thigh bone but just don't know why.
I don't even know what to google for this problem!

I have used many many bone constraints on this rig but as far as I can tell no constraint should result in a mesh deformation without the bone actually moving.
Does Blender just become glitchy when you use too many bone constraints?
[edit] I also want to add that this problem is absent when I import the model and animation into Unreal Engine 4 so it's looking more and more like a bug or a Blender feature that I'm not aware of.

I actually dont see much of a problem there. (usually you want the knee to stretch instead of just clasping in on its self.) However, try unchecking preserve bone volume.

The problem is the bulge on the front of the thigh that only appears when the knee bends. The bones that are moving have no weights touching that part of the leg so it shouldn't be moving. Preserve volume also has no effect on the problem, unfortunately.

Consider showing images in [weight paint] mode for the bones you believe are defectively affecting the mesh.

I could only post two out of the three pictures I had due to being new. Should I just post the weight paint pic as an answer?

Okay I just edited the question's second picture. Should be more helpful but now you'll just have to take my word for it when I say that those vertices around the lower thigh are not weighted towards anything but the thigh bones and the little bit of the shin you can see.

Did you check all other bones? including the second bone in the lower leg "I can see you have 2 bones there" and the foot bone? Try selecting one of the vertices in that area in Edit Mode and check the Properties panel to make sure that it's only assigned to the related bone.

I had a picture showing it before but in edit mode, it shows that most of the vertices being wrongly moved are assigned to nothing but the lower thigh and a little bit from the upper thigh which both are not moving.
The weights are fine, I've checked over and over again.
The deformation in the lower thigh area goes away only if I turn of deform for the lower thigh bone.

From options, enable showing zero weights which paints zero weight black instead of blue. Verify that its 0 where you need it to be 0. But I'm more concerned about that "preserve volume" you have enabled, have you tried disabling it?

I know this question is long past relevant to anyone, and there's no file to confirm, but given that the problems are absent in UE, I'd suspect it's due to bendy bones.  Using bendy bones, the rotation of the lower leg can affect the upper leg.

Okay so I fixed it, I think. I just dissolved the lower thigh bone and subdivided the upper one and gave the new one the same name as the old lower thigh bone so the weights would sync up.
I still have no idea what the problem was but it's gone now.

An answer should give the root cause.

Weights. Try to set Show Zero Weights = Active instead of None (in options tab of the weight paint mode). I can bet, you'll be surprised. :-)
The cure - using Clean button of weight tools with low threshold, and then normalize all the deforming groups. Or select and remove verts from groups by hand in edit mode.

authors: Тулендинов Фархад


text:
Making a textured object a particle
Okay, I'm kind of new to blender particle systems but my question is,  How do I create a textured model and make it  part of a particle swarm?

Okay, well, I think I found what I was looking for. I'll post the link for others who are curious. Just wasn't looking up the right keywords.
The answer is by using Boids in blender. Boids allow you to create a model and then apply it as a particle to create a "swarm" effect. The link shows how to create a school of fish that move in a manner like particles by using Boids in Blender.
https://cgi.tutsplus.com/tutorials/create-an-animated-fish-swarm-in-blender-using-particles-part-1--cg-13929

It is encouraged to answer your own questions, but please do so in a descriptive manner. Link only answers are discouraged, it is not searchable and if the link goes down your answer becomes empty and invalid for future users. Please add a short description of the solution and some example images along with the corresponding link.


text:
How do you project a single non-repeating image across multiple UV sections across the originally created UV map?
The title suggestion told me my question appears subjective. Hopefully it's not.
Specifically I'm trying to go for an effect like in this video of 3D Coat, where a painted texture is projected (mostly) neatly across the UV image.  https://youtu.be/FiNASmArkxA?t=1176 The final product is meant to be used in a game.
Is this possible in Blender?

Blender has *Project from view" when unwrapping, that can get quick good looking results.

Thanks. That sounds like a solution to make it look nice within Blender. Is there a way to project the image to look that way but with a less tidy UV map? So then the texture laid across the UV image looks crazy but on the actual object it looks like a single image. This is so the texture can be used for a game outside of Blender, and the layout of the maps can't be changed to fix any issues.

You can achieve a similar result in blender with project from view but it takes a little more work. 3D Coat extends and mirrors the "project from view" part all around your model, which you would have to do manually in blender.


text:
How can i scale 1 side of the mesh?
I try make a model of a bottle, i started the shape from a bezier circle, though the bottle got a rounded, squared look. Extruded it up to the top of the bottle. The problem is that this bottle is not symmetric on both sides so i need in some way to scale only 1 side of the bottle, i just dont know howto. I include a photo of my blender. Would be very glad if some one could tell how to do this. I am new to blender, so this might not be best way to start with a bezier circle? Also glad for advices.

Is it question about proportional editing modes? Have you tried any of them? Square root mode should be just about right if you will be moving/resizing single vertex of the side.

Place the 3D cursor on one of the vertex on the opposite side of the mesh, press . to transform around the 3D cursor, and optionally press O to turn on Proportional Edit mode.
Select one of the top or two top edge loops (as prefered) and scale them with S

He may be to humble to ask but if you like his answer be sure to accept it so stack exchange knows how to archive our Q&A


text:
after install blender-2.83.5-windows64.msi and clicking to launch app a window pops open for a split second then closes and the app fails to pen
trying blender for the first time after install and clicking to launch app a window pops open for a split second then closes and the app fails to open
installed blender-2.83.5-windows64.msi
also tried blender-2.90.0-21cb6f09ffa8-windows64 zip folder
updated system and graphics cards
thinkstation p330
nvidia quadro p2200 opengl
display adapter also updated for intel(r) UHD Graphics 630
this is the basic error
PS C:\Program Files\Blender Foundation\Blender 2.83> ./blender.exe
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x0000000000000000
PS C:\Program Files\Blender Foundation\Blender 2.83>

This is the blender crash save from the 2.90.0
Blender 2.90.0, Commit date: 2020-08-25 16:00, Hash 21cb6f09ffa8
# backtrace
Exception Record:

ExceptionCode         : EXCEPTION_ACCESS_VIOLATION
Exception Address     : 0x0000000000000000
Exception Module      :
Exception Flags       : 0x00000000
Exception Parameters  : 0x2
    Parameters[0] : 0x0000000000000008
    Parameters[1] : 0x0000000000000000

Stack trace:
blender.exe         :0x00007FF6369677B0  bli_windows_system_backtrace_stack_thread
blender.exe         :0x00007FF636966A20  BLI_system_backtrace
blender.exe         :0x00007FF632B65D40  windows_exception_handler
KERNELBASE.dll      :0x00007FFFD282F400  UnhandledExceptionFilter
ntdll.dll           :0x00007FFFD5702F80  memset
ntdll.dll           :0x00007FFFD56EC5C0  _C_specific_handler
ntdll.dll           :0x00007FFFD57010B0  _chkstk
ntdll.dll           :0x00007FFFD56C9E70  RtlRaiseException
ntdll.dll           :0x00007FFFD56FFE10  KiUserExceptionDispatcher

Threads:
Thread : 00000b04
ntdll.dll           :0x00007FFFD56FF9F0  NtWaitForWorkViaWorkerFactory
ntdll.dll           :0x00007FFFD56938D0  RtlInitializeResource
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 00002764
ntdll.dll           :0x00007FFFD56FF9F0  NtWaitForWorkViaWorkerFactory
ntdll.dll           :0x00007FFFD56938D0  RtlInitializeResource
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 000027ec
ntdll.dll           :0x00007FFFD56FF9F0  NtWaitForWorkViaWorkerFactory
ntdll.dll           :0x00007FFFD56938D0  RtlInitializeResource
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 000021a0
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
blender.exe         :0x00007FF63653D600  IlmThread_2_4::Semaphore::wait
blender.exe         :0x00007FF63653CDD0  IlmThread_2_4::ThreadPool::numThreads
blender.exe         :0x00007FF63653DA80  std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il
blender.exe         :0x00007FF63576CBC0  std::_Pad::_Call_func
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 00001c20
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
blender.exe         :0x00007FF63653D600  IlmThread_2_4::Semaphore::wait
blender.exe         :0x00007FF63653CDD0  IlmThread_2_4::ThreadPool::numThreads
blender.exe         :0x00007FF63653DA80  std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il
blender.exe         :0x00007FF63576CBC0  std::_Pad::_Call_func
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 00000cc4
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
blender.exe         :0x00007FF63653D600  IlmThread_2_4::Semaphore::wait
blender.exe         :0x00007FF63653CDD0  IlmThread_2_4::ThreadPool::numThreads
blender.exe         :0x00007FF63653DA80  std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il
blender.exe         :0x00007FF63576CBC0  std::_Pad::_Call_func
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 00000df8
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
blender.exe         :0x00007FF63653D600  IlmThread_2_4::Semaphore::wait
blender.exe         :0x00007FF63653CDD0  IlmThread_2_4::ThreadPool::numThreads
blender.exe         :0x00007FF63653DA80  std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il
blender.exe         :0x00007FF63576CBC0  std::_Pad::_Call_func
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 000016c8
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
blender.exe         :0x00007FF63653D600  IlmThread_2_4::Semaphore::wait
blender.exe         :0x00007FF63653CDD0  IlmThread_2_4::ThreadPool::numThreads
blender.exe         :0x00007FF63653DA80  std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il
blender.exe         :0x00007FF63576CBC0  std::_Pad::_Call_func
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 00001458
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
blender.exe         :0x00007FF63653D600  IlmThread_2_4::Semaphore::wait
blender.exe         :0x00007FF63653CDD0  IlmThread_2_4::ThreadPool::numThreads
blender.exe         :0x00007FF63653DA80  std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il
blender.exe         :0x00007FF63576CBC0  std::_Pad::_Call_func
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 0000168c
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
blender.exe         :0x00007FF63653D600  IlmThread_2_4::Semaphore::wait
blender.exe         :0x00007FF63653CDD0  IlmThread_2_4::ThreadPool::numThreads
blender.exe         :0x00007FF63653DA80  std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il
blender.exe         :0x00007FF63576CBC0  std::_Pad::_Call_func
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 00003050
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
blender.exe         :0x00007FF63653D600  IlmThread_2_4::Semaphore::wait
blender.exe         :0x00007FF63653CDD0  IlmThread_2_4::ThreadPool::numThreads
blender.exe         :0x00007FF63653DA80  std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il
blender.exe         :0x00007FF63576CBC0  std::_Pad::_Call_func
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 000026f4
ntdll.dll           :0x00007FFFD56FF990  NtWaitForAlertByThreadId
ntdll.dll           :0x00007FFFD56C0460  RtlSleepConditionVariableSRW
KERNELBASE.dll      :0x00007FFFD2755850  SleepConditionVariableSRW
MSVCP140.dll        :0x00007FFF9FE2BA70  _crtSetThreadpoolWait
MSVCP140.dll        :0x00007FFF9FE02650  std::_Winerror_message
MSVCP140.dll        :0x00007FFF9FE02650  std::_Winerror_message
OpenAL32.dll        :0x00007FFF78BB5670  alcGetInteger64vSOFT
OpenAL32.dll        :0x00007FFF78BA0080  alGetError
OpenAL32.dll        :0x00007FFF78BA0080  alGetError
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 00000b50
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
OpenAL32.dll        :0x00007FFF78BB5670  alcGetInteger64vSOFT
OpenAL32.dll        :0x00007FFF78BB5670  alcGetInteger64vSOFT
OpenAL32.dll        :0x00007FFF78BA0080  alGetError
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 000031c4
ntdll.dll           :0x00007FFFD56FC0E0  NtWaitForSingleObject
KERNELBASE.dll      :0x00007FFFD27689F0  WaitForSingleObjectEx
OpenAL32.dll        :0x00007FFF78BA0080  alGetError
OpenAL32.dll        :0x00007FFF78BA0080  alGetError
OpenAL32.dll        :0x00007FFF78BA0080  alGetError
ucrtbase.dll        :0x00007FFFD3490D40  beginthreadex
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 000033d8
ntdll.dll           :0x00007FFFD56FCBB0  NtWaitForMultipleObjects
KERNELBASE.dll      :0x00007FFFD2787EB0  WaitForMultipleObjectsEx
combase.dll         :0x00007FFFD3C36310  CStdStubBuffer_Disconnect
combase.dll         :0x00007FFFD3C36310  CStdStubBuffer_Disconnect
combase.dll         :0x00007FFFD3C36310  CStdStubBuffer_Disconnect
combase.dll         :0x00007FFFD3C36310  CStdStubBuffer_Disconnect
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 00000068
ntdll.dll           :0x00007FFFD56FF9F0  NtWaitForWorkViaWorkerFactory
ntdll.dll           :0x00007FFFD56938D0  RtlInitializeResource
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Thread : 0000217c
ntdll.dll           :0x00007FFFD56FF9F0  NtWaitForWorkViaWorkerFactory
ntdll.dll           :0x00007FFFD56938D0  RtlInitializeResource
KERNEL32.DLL        :0x00007FFFD3EE7BC0  BaseThreadInitThunk
ntdll.dll           :0x00007FFFD56CCE30  RtlUserThreadStart

Loaded Modules :
0x00007FF632A60000 2.9.0.0              blender.exe C:\Users\svihtelic.BBBNT\Downloads\blender-2.90.0-21cb6f09ffa8-windows64\blender-2.90.0-21cb6f09ffa8-windows64\blender.pdb
0x00007FFFD5660000 10.0.18362.815       ntdll.dll
0x00007FFFD3ED0000 10.0.18362.959       KERNEL32.DLL
0x00007FFFD2730000 10.0.18362.997       KERNELBASE.dll
0x00007FFFD39E0000 10.0.18362.997       USER32.dll
0x00007FFFD26E0000 10.0.18362.1016      win32u.dll
0x00007FFFD37C0000 10.0.18362.1         GDI32.dll
0x00007FFFD3570000 10.0.18362.1016      gdi32full.dll
0x00007FFFD2640000 10.0.18362.815       msvcp_win.dll
0x00007FFFD3470000 10.0.18362.815       ucrtbase.dll
0x00007FFFD46F0000 10.0.18362.997       SHELL32.dll
0x00007FFFD3220000 10.0.18362.387       cfgmgr32.dll
0x00007FFFD4020000 10.0.18362.959       shcore.dll
0x00007FFFD4650000 7.0.18362.1          msvcrt.dll
0x00007FFFB0100000 10.0.18362.1         SHFOLDER.dll
0x00007FFFD37F0000 10.0.18362.628       RPCRT4.dll
0x00007FFFD3B80000 10.0.18362.997       combase.dll
0x00007FFFD3270000 10.0.18362.836       bcryptPrimitives.dll
0x00007FFFD2A90000 10.0.18362.997       windows.storage.dll
0x00007FFFD5110000 10.0.18362.959       sechost.dll
0x00007FFFD3710000 10.0.18362.752       advapi32.dll
0x00007FFFD2590000 10.0.18362.693       profapi.dll
0x00007FFFD2540000 10.0.18362.1         powrprof.dll
0x00007FFFD2510000                      UMPDC.dll
0x00007FFFD4400000 10.0.18362.1         shlwapi.dll
0x00007FFFD2520000 10.0.18362.1         kernel.appcore.dll
0x00007FFFD2710000 10.0.18362.1         cryptsp.dll
0x00007FFFD4390000 10.0.18362.387       WS2_32.dll
0x00007FFFA2F00000 10.0.18362.387       OPENGL32.dll
0x00007FFFD4230000 10.0.18362.693       ole32.dll
0x00007FFFD3EC0000 10.0.18362.1         PSAPI.DLL
0x00007FFFD4620000 10.0.18362.387       IMM32.dll
0x00007FFFAD380000 2019.9.0.0           tbb.dll
0x00007FFF76A50000 58.29.100.0          avformat-58.dll
0x00007FFF5EE10000 58.54.100.0          avcodec-58.dll
0x00007FFF61A30000 3.7.7150.1013        python37.dll
0x00007FFFAC980000 58.8.100.0           avdevice-58.dll
0x00007FFFD3910000 10.0.18362.959       OLEAUT32.dll
0x00007FFFA1470000 5.5.100.0            swscale-5.dll
0x00007FFF9FE90000 56.31.100.0          avutil-56.dll
0x00007FFFD3440000 10.0.18362.267       bcrypt.dll
0x0000000070440000 1.0.28.0             libsndfile-1.dll
0x00007FFF9FDF0000 14.26.28720.3        MSVCP140.dll
0x00007FFFAD600000 14.26.28720.3        VCRUNTIME140.dll
0x00007FFFB50E0000 2019.9.0.0           tbbmalloc_proxy.dll
0x00007FFFB50C0000 14.26.28720.3        VCRUNTIME140_1.dll
0x00007FFFAB680000 10.0.18362.1         AVIFIL32.dll
0x00007FFFC23D0000 6.10.18362.1016      COMCTL32.dll
0x00007FFFCBD70000 10.0.18362.1         VERSION.dll
0x00007FFFA2E90000 10.0.18362.387       GLU32.dll
0x00007FFFD0EF0000 10.0.18362.1         dbghelp.dll
0x00007FFFCBB80000 10.0.18362.1         Secur32.dll
0x00007FFF78B90000 1.20.1.0             OpenAL32.dll
0x00007FFFAB660000 10.0.18362.1         AVICAP32.dll
0x00007FFF79770000 2.0.12.0             SDL2.dll
0x00007FFFD51B0000 10.0.18362.1         SETUPAPI.dll
0x00007FFFAB630000 10.0.18362.1         MSVFW32.dll
0x00007FFFCC420000 10.0.18362.1         MSACM32.dll
0x00007FFFD0320000 10.0.18362.1         WINMM.dll
0x00007FFFD02F0000 10.0.18362.1         winmmbase.dll
0x00007FFFD1210000 10.0.18362.1         dxcore.dll
0x00007FFFD2430000 10.0.18362.1         SSPICLI.DLL
0x0000000070680000                      libfftw3-3.dll
0x00007FFFA1440000 3.5.100.0            swresample-3.dll
0x00007FFFA0DA0000 2019.9.0.0           tbbmalloc.dll
0x00007FFFD0530000 10.0.18362.449       uxtheme.dll
0x00007FFFD4EB0000 2001.12.10941.16384  clbcatq.dll
0x00007FFFCA5D0000 10.0.18362.387       MMDevApi.dll
0x00007FFFD2310000 10.0.18362.387       DEVOBJ.dll
0x00007FFFCA650000 10.0.18362.815       AUDIOSES.DLL
0x00007FFFCDE00000 10.0.18362.997       wintypes.dll
0x00007FFFD0860000 10.0.18362.959       resourcepolicyclient.dll
0x00007FFFD44E0000 10.0.18362.900       MSCTF.dll
0x00007FFFA59D0000 10.0.18362.836       dataexchange.dll
0x00007FFFCF700000 10.0.18362.387       d3d11.dll
0x00007FFFCF960000 10.0.18362.959       dcomp.dll
0x00007FFFD1390000 10.0.18362.815       dxgi.dll
0x00007FFFD05F0000 10.0.18362.959       twinapi.appcore.dll
0x00007FFFD0A40000 10.0.18362.267       RMCLIENT.dll
0x00007FFF5DEA0000 27.20.100.8587       ig9icd64.dll
0x00007FFFD0B30000 10.0.18362.267       dwmapi.dll

# Python backtrace

I spent some time doing google research on the issue and i'm not finding anything to try.

First make sure that your graphics driver for both the UHD 630 and Quadro card are up-to-date. If this doesn't help, try the workaround suggested here. If the workaround fixes the issue, please leave a comment on this ticket with your affected GPU combination.

Thanks for the link..that work around did in fact allow it the launch and open.


text:
My objects change their shape after rendering
I'm trying to render a cube animation in blender, but when i preview the render the shape changes, this is it before rendering:

and after rendering:

sorry for any problems, I'm new to blender stack exchange and blender in general

How to upload an image to a post

It looks like you have a subdivision surface modifier on your object(s) that is set to 0 subdivisions for viewport, and >0 for render. It looks like you also (may) have a duplicated face on one side of each cube? Not sure if this intentional...


text:
How do I enable hotkeys to be displayed?
Here's a screen cap from a video of what I'm talking about. I would really like to have this enabled to make it easier to remember keybinds. My blender doesn't have the keybinds displayed alongside the gizmos/modifiers/etc, so I'm often just googling things I forget.

Hello and welcome, by default, you should have that activated, if not, make a factory reset. Another thing is that it's only displayed when you use Left click as your default mouse click (not 100% sure, but i think)

You can enable the Tooltips under User Preferences > Interface:

Thank you for the quick reply! When I have this enabled it only tells me what the gizmo does, not what key its bound to. I already had tool tips enabled too. Is there some add on I need that gives the tool tips more info, like what key the action is bound to?

Yeah, that's strange. As far as I know, the tooltips are the only control for it.  You may have to try as Emir suggested and do a factory reset.


text:
Only white screen on startup
my blender (version 2.93.1) was working fine yesterday and i tried to open today and it gave me a white screen. tried rolling back my drivers, putting opengl32.dll but nothing worked. any idea how to solve it?

Specs:
AMD Ryzen 5 3600x - 6 core processor 3.80Ghz
16 GB ram
Nvidia GeForce RTX 2060 super
Windows 10 -  64-bit
Huion Graphics Tablet  - NOTE - this turned out to be the cause of this particular problem, however the question was closed before the solution was discovered. To any users experiencing the problem of a white screen at startup, possibly also occurring with Adobe software as well, the problem may lie with the driver of a Graphics Tablet input device (in this case Huion), if conventional GPU driver fixes are not solving the problem. I will post this as an official answer, should the question become re-opened.

Any chance you're using a drawing pad?

ah yes, i use a drawing tablet. not the right forum but I cant open any adobe related softwares in my computer either. every single one is not responding. Maybe blender was one of them, just don't know.

I saw someone say the driver for their drawing pad was crashing blender (other software as well - possibly adobe). Either way, fixing the driver or removing it seemed to work for them.

damn bro, you just saved my life right there. i just quit the huion driver and everything was opening. Thank you very very very much. Lost one day of work but thank you very much, it worked and i am so happy. Maybe god bless you. Have a great day ahead.

Hey. glad it worked. I'm gonna try and re-open the question and write it as an official answer, if that's ok with you. When I was researching the source of the problem, there were a lot of posts where people had the problem, but there were no responses - I figure one more correct answer out there can't hurt.

sure sure go ahead. i researched whole day and couldn't find anything like literally anything related to drawing tablet driver crashes leading to this. quite new as well as unusual for me as well. Thank you for your help as well as your time.