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Move object's single vertex to a precise position while whole object moves along with it?
I know how to move a single vertex to a precise coordinate, input (x,y,z) coordinate into (side bar)/(item tab)/(transform global). But this only moves that single selected vertex. I want the whole object (such as plane, cube related to that selected vertex) moving along with that selected vertex, keeping the shape of object.
I have searched online for many methods, but none of them solves my problem.
Can you help me perform such action in Blender?

You can add an extra vert to the exact location, and use the snap tool, then remove it. Or put the cursor in the right location, select "Active element" for "Transform Pivot Point" (next to the snap tool). Then hit Shift+S and select Selection to Cursor (Keep Transform). Make sure all of the verts are selected and the ominous one is active.

@FFeller If you use Shift+S, the option is called Selection to Cursor (Keep Offset), not "Keep Transform", to make sure he is not ignoring it because he cannot find it and uses just Selection to Cursor, that would not be good for his mesh ;)

@FFeller, thanks for your advice. I am not sure how to make the all vertices selected but last one selected being active. I used (shift+LMB) to select vertices one by one, but in the final they all turn to be active. I am testing your method on a plane.

@Dexter Active is always the one that is differently highlighted than the others - in Blender's default theme, it is white instead of orange. If you Shift+LMB select vertices one by one, it is the last one selected. If none are selected and you left-click one to select it and then press A to select all the rest, the first one that you selected by clicking is the active one.

@GordonBrinkmann, I tried to select the four vertices of a plane one by one using Shift+LMB. But in the final, all four vertices selected are in same orange color and the whole plane becomes selected. I don't know what happened in my setting. For objects selection, I can use "Scene Collection" to choose which are selected and which is active.

@Dexter Well, the fact that the face is selected as soon as all vertices are is normal. The face is built from those vertices. You cannot for example select all vertices and move them, but the face stays where it is - that's impossible. The same goes for Edge Select mode. If you select all edges of a face, the face is automatically selected, because a face cannot be unselected if all its components are selected. However, why the last vertex is not active I don't know and cannot reproduce here. If you select faces or edges and then switch to vertex it is normal that there is no active vertex.

Since the "active element issue" has nothing to do with the original problem, we should not discuss this here any further. Could you make a screen capture where you select one vertex after another of the plane? Or make four screenshots, one after each selection? Please make sure the top menu bar etc. are all visible. Then upload them to this location: my Google Drive folder. If I cannot identify the problem there, you should maybe post a new question asking for help on this topic.

The way I usually approach this is the most boring way possible: snap the vertex, F9, copy the translation XYZ fields to a notepad, CTRL + Z, and now either select everything, move, and paste the xyz, or select the object, move, and paste the xyz.

It depends a little bit on what you want to do - should the mesh be moving in Edit Mode so that the origin of the object stays where it is or do you want the object to completely move, keeping the origin at its relative position to the mesh? Possible ways to achieve some of these results:
First of all make sure the Snapping is set to Vertex.

Now you can activate the Cursor tool, this way you can drag the 3D cursor wherever you want by holding down LMB. If you hold Ctrl while dragging (but you have to start dragging without the key), you can snap the cursor to the vertex which you want to place in a specific location later on. You can do this in Object Mode or Edit Mode. Deactivate the Cursor tool again to make sure you are not accidentally moving it for the next steps.

Switch back to Object Mode if you are not already. You can now select the object, right-click and choose Set Origin > Origin to 3D Cursor if you don't mind the origin changing its position. Then simply enter the specific location in the XYZ Location to move the whole object.

Instead of changing the origin, you can press Shift+A > Add > Empty to place an empty at the position of the 3D cursor, and therefore where the vertex is. Then first select the object, Shift + select the empty, Ctrl+P > Set Parent To > Object. Now the object is a child of the empty and you can move this to the specific XYZ Location and the object will follow.

If you want to keep the origin where it is and only move the mesh in Edit Mode, you can use this method: select the vertex which should be placed in the specific location. Press Ctrl+H > Hooks > Hook to New Object. This creates an empty at the location of the vertex.
While still in Edit Mode, hit A to seelct all vertices now. Go to the modifiers, there you will find a Hook-Empty modifier. Press on the button Assign. Now all vertices are hooked to the empty. Switch back to Object Mode and now you can move the empty to the specific location, the mesh will follow while the origin stays where it is.

Combinations and variations of this method are possible, too. For example, if you do not want to move the 3D cursor but want to parent the object to an empty in the vertex position, select the vertex and hook it to an empty. But then delete the hook modifier and just parent the object to the empty like described earlier.
And for completeness to have a visual reference for FFeller's (second) method: set the Transform Pivot Point to Active Element at the top, make sure the vertex which determines the position is the active one like the highlighted white one in the image below (either by selecting it first, then all others with A or Shift-selecting it last). Place the 3D cursor in the desired location by entering the XYZ values in the View tab of the sidebar. Then press Shift+S and choose Selection to Cursor (Keep Offset). The Keep Offset part is important, otherwise all vertices will fall together in the same location. This method also moves only the mesh while the origin stays in place.

Thanks so much! @gordon-brinkmann. I just tried you first method, it works well! Now I am trying your second method.

@Dexter If this helped you, you might consider accepting the answer.

Thanks Gordon Brinkmann! This is this my first time using StackExchange asking question for blender, just know this accepting answer.

One more note is that when I select object and empty, the first selected item is active not the final one as stated in manual, which is very curious maybe my blender 3.6 has some setting changed?

@Dexter Are you now talking Outliner selecting or 3D Viewport selecting? Because you mention the Outliner in the comments above and what you say about the object and empty is actually how it works in the Outliner.  However, Shift+LMB in the Outliner works like in the Windows Explorer: click a first file, then Shift+click a last file and all files inbetween are selected. Same with objects in the Outliner. Therefore the first object is active and not the last - because it probably gets selected with more objects inbetween so none of them has a higher "priority" to be the active one.

@Dexter This means, in the Outliner selecting an object, then selecting more with Shift+LMB leaves the first one to be active. This is like in the viewport when you click on the first object and then select all others with A or use Circle or Box selection. To select separate objects one after another in the Outliner, you have to use Ctrl+LMB, in this case always the last selected is active. However, all my explanations before were about selecting in the 3D Viewport, not the Outliner, since it started off with selecting vertices - which cannot be done in the Outliner.

Let us continue this discussion in chat.

thanks for the selection explanation. For the empty parent movement method, when I moved the empty to target location then I delete this empty, but once the empty is deleted the object (in this case a plane) gets shorten automatically, which is very curious.

To illustrate FFeller's first method, snapping the vertex of the object to a vertex already at the correct XYZ location :

In edit mode select and duplicate a single vertex ShftD then in the side panel > Transforms enter your required X,Y and Z location.
Open the snapping drop-down and set the Snap to option to Vertex and the  Snap with to Active.
Next select all the vertices of your object then holding down the Shft key, deselect then reselect the vertex you want to be at the new XYZ position. This makes this vertex the last vertex of the object to be selected and so it becomes the active vertex that will be used in the following snapping operation.
With all the vertices of the object now selected hit the G (to move) key and holding down the Ctrl key (to activate the snapping tool) move the mouse cursor towards the single vertex at the correct xyz location. When the mouse cursor is close to this vertex the objects active vertex will snap to this position.
To delete the now necessary vertex, hit the H  key to hide the selected vertices, select and delete the remaining vertex and finally unhide the object with Alt H .

Edited to add an example file : https://blend-exchange.com/b/y6dejGOo

To test the snapping, download the above .blend and try hitting  G followed by Ctrl and moving your mouse cursor towards the vertex at the green arrow.

Hej, 3fingeredfrog. The single vertex duplication should be (Shift+D) right? And when I hold down Ctrl key move the object with active vertex (white selected), it won't snap to that duplicated single vertex point.

@Dexter, Thanks, I have edited my answer to change to Shft D and also added a little .blend file that you can download and test. It should open as in the added image with the mesh selected.  Just hit G followed by the Ctrl key (activates snapping tool) and move your mouse cursor towards the vertex at the green arrow.

Thanks, 3fingeredfrog. I finally figure out how to snap vertex to point. I must move that four corner cursor not vertex to the point then release it.

Here's a different way that doesn't involve any snapping (mostly because Blender snapping always hurts my head):

Place the cursor where you'd like.  You can place it using shift-s snap cursor to selected, you can input manual (world-space) coordinates in sidebar/view/cursor, or you can just plop it down anywhere you'd like with the cursor tool.  I'll start by snapping the cursor to a vertex on Suzanne's ear:

Switch to edit mode, vertex select, on the object you wish to snap.  Change your pivot point to "active selection."  Select all, then deselect, reselect the vertex you want at the cursor, so that it is your actively selected vertex.

Everything in the cube is selected, but the white vertex is the active selection.

Use a snap selection to cursor (keep offset) operation.  I call this from the shift-s menu:

This answer was already given by FFeller in the comments and visualized in my answer. The only difference is, you snapped the cursor to the ear beforehand (but since the question says "precise coordinates", I'm not snapping to some other vertex but rather enter values for the cursor).  And for a solution that "doesn't involve any snapping", you mention snapping quite often in the process ;) By the way, all methods I described can be achieved without any snapping as well (apart from the Shift+S of FFeller's method) if you don't mind copying location values.

@GordonBrinkmann Oh, I was talking about snapping as in the magnet icon, which begins your answer, and which 3fingeredfrog is using.  Because your answer was long, and not divided into any sections, and started with snapping to nearest vertex, I thought that's what you were focusing on.  I think pictures are appropriate to snap selection with offset, as is a very short description of how to get an active selection and what it looks like when you have one, considering Dexter's confusion in the comments.  I'm not sure what you're getting at here-- are you asking me to do something?

I honestly don't know how to divide into sections... but the last sentence in my first paragraph starts mentioning "Possible ways" (plural), so I thought this would hint at different methods :D

@GordonBrinkmann Yeah, I don't know how to divide into sections either, although I'll sometimes number things, which gets formatted decently.  I'm just explaining why I added this answer, because you seem concerned about it, and part of why is that when I looked at your answer, it started with magnet snapping, and it was long, and I don't need to know how to move things precisely myself :)  Again, if there's something you want me to do, feel free to ask.


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Grid Floor Size changing Issue in fspy
I want to match the grid floor size to my image floor exact size. How can I do it? Please help.

https://blender.stackexchange.com/questions/129259/how-do-i-change-the-grid-floor

https://blender.stackexchange.com/questions/127914/infinite-grid-in-2-80

source: Stack Exchange

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

sort: votes


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Can't see all my vertices of selected object in edit mode
I've tried looking up this issue and mainly come across this result, which doesn't resolve my issue as my overlays are turned on. I was following this tutorial on YouTube by Blender Guru, until I decided to take a break, save the file, close it, and reopen it, and now this issue occurred.
Basically, I'm only able to see some of the vertices of the donut icing in edit mode, and would like to see all of them when I select the icing, to have more flexibility when editing it.
In the Youtube video, as well I think before I closed and reopened it, all the vertices of the selected object seem to be visible in edit mode. However, I'm unable too see them all.
Any help to see the vertices so I can edit the icing more comfortably would be appreciated.

This was the correct answer and helped me. Thanks!

In my particular case, the solution was apparently:

Go to Modifier Properties (the wrench icon).
Click the "On Cage" button (which is the triangle with the three dots) on the modifiers.

I guess I may have turned these off by accident or something at some point. But leaving this here in case anyone else encounters a similar issue.

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


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Lights working only in render and not in viewport
I have been working on a render of a laptop. So far everything went well until I got into lighting the scene. Any light I add (be it spot light, area light and so on...) is not working in the viewport rendered view but works in the final render. I have been stuck on this for a couple of hours so far and I didn't make any progress. Any help with this issue would be greatly appreciated.
This is a screen of a spotlight not showing up in rendered view:

And this is the final render with spotlight visible:

Thanks in advance!

Make sure this option is checked in the Viewport Shading options:

You are currently in Local View mode. Since a while, Blender also respects which of your lights are in local view, and skips the others.
Press the / key on your numpad while your mouse cursor is over the 3D ViewPort to exit Local View, or use the View menu of you 3D ViewPort, and under Local View find the option Toggle Local View.

Yes! That was it! I must've clicked the slash accidentally at some point. Thank you very much for your answer.

Enable lights here in the shading popover:


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How to seperate materials from 2 meshes that are duplicates?
I have 2 spheres (eyeballs), one is a duplicate of the other, they are connected as one object. They share the same material.
I would like to draw on both of them individually but when I paint on one it paints the identical strokes to the other as well. How do I make their materials independent of each other. It's acting like it has a mirror modifier on it.
Thanks!

What do you mean by "connected as one object"? Do they share the same mesh data block?

If you mean that the duplicated object is linked (AltD, the new object shares the same mesh as the original), go into the Material panel, click on the Link button and choose Object instead of Data so that the object shares only the mesh, not the same material. Now you can give another material to your new object.

If you're talking about a duplicated object that is not linked (ShiftD), by default the copy will have a new material. But note that even though it's a new material, if in this material you use an Image Texture, it will be the same image in both the 2 materials. If you want the copy to keep the same material go in the Preferences > Editing > Objects > Copy and Duplicate and disable Material.

Thank you for illustrating these 2 methods, it's much appreciated on my beginner Blender journey. Being such a newb at this I didn't realize that I had to separate my objects first, once I did that I was able to add new materials to each.

You don't have to separate them if you want them to share the same mesh, but if you also want to separate their meshes, go into Object > Relations > Make Single User > Object & Data


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Meta rig is now no longer in character but rig is working fine?
I have a riggified character that I've been animating, and it's working fine but I just noticed the metarig for it is standing outside of it and does not move, I'm trying to understand how it got to be like this because I would now like to attach an object to the character but the metarig is no longer correctly associated with the character.
Thank you!

hello your metarig is no longer useful, now use the rig, note that by default the defromation bones are invisible but you can make them visible in the Data panel > Bone Collections

Your metarig is no longer useful, you can make invisible and use the rig instead. Note that by default the deformation bones are invisible but you can make them visible in the Data panel > Bone Collections:

As for attaching an object to the armature, there are several ways to do it, the most basic is to select the object, shift select the armature, switch it to Pose mode, select the bone and CtrlP (Parent) > Bone.

Thank you! Can I attach an object to the rig?

You can attach an object to the new armature, what kind of object to what bone? If you are not familiar with armature it may be better to not use metarig kind of addons

Thank you! It worked perfectly.

to parent an object to a bone, select the object, shift select the armature, switch it to Pose mode, select the bone and Ctrl P (Parent) > Bone, there are other ways, it really depends on the goal, for example if you want the character to be able to hold and drop an object, etc

Terrific! He is now holding a pencil.

But as I said,  if you want the character to be able to hold and drop an object you'll need to use another method, check the addon called Dynamic Parents


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Can you Constrain the Noise Modifier?
I'm trying to use the Noise modifier to animate an object's Z axis. I want the object to move up and down which it is doing with the Noise modifier but I would like to constrain how far down it goes. I could use the scale and strength part of the modifier but I would like to keep the motion in it's frantic state. Is there something I can do to prevent the object from traveling too far down or too far up for that matter?
Thank you!

You could give a Limit Location constraint to your object, or add a Limits modifier and set the Y values as needed:

Not a perfect solution but useful in many cases.  I think I'll submit a right-click suggestion to enhance the noise modifier so that similar to other build-ins (sine, cosine) one can set an amplitude and offset.   My use case is a simple char-mesh mouth-open animation to simulate conversation -- one doesn't want the mouth to peg full-open or full-close (where this solution isn't sufficient)   Yes I could use audio Sound to Sample, but this is more work in a non-audio situation. posted

@james_t yes this is a good idea

Thank you for this.

Thank you for this. I think I should have explained my goal with a few more details. I have a rigged human character and I'm trying to get one leg to go up and down, kind of a repetitive stomping motion, a noise modifier allows me to do this but I would like to control how far up and how far down the stomping action goes. Would this still work with a limit modifier and how exactly would I apply that to the leg? Thank you.

@Bob While noise is a useful feature, it doesn't resemble any stomping motion I know of. You should probably keyframe the stomps, staggered in pseudo-random intervals. And if that looks too mechanical, you can mix in the influence of noise. Using a driver to average between multiple rigged movements is also a possibility, although I hesitate to recommend anything overly complex if a simpler solution will suffice.


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How to close multiple open folders in Outliner?
Every time I open Blender, all my folders in the outliner are open. Why might that be happening? Is there a way of preventing that?
How would I close all the foleders simultaneously as opposed to one by one?
Thank you!

With your mouse cursor over the Outliner panel try Shft + A . This should toggle opening (expanding) and closing (collapsing) all Collections (folders) in the Outliner..

If you save your Blender file with all the collections collapsed then it should open that way.

Unfortunately these suggestions didn't work for me but the Minus & Plus do

You can hit minus on numpad or clic and drag down on the arrows in front of collections

Nice one, Thats even simpler than what I was suggesting. Numpad minus key to collapse and plus key to expand. :)


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How do I move a video object on the timeline?
I have 2 videos that I have brought into my scene as image planes. They play fine but I would like to have them begin on the timeline at different times, maybe one video at frame 1 and the other at frame 50 and playing together when the second one is introduced. Currently they both play at frame 1.
Thank you.

This can easily be done. Just select your video clip and go to the Material Properties tab. You can also use the Node Editor.
There, you will see many options, including the Start Frame value. set it to whatever you want.

Edit:
You can simply just animate te vissibility of the video by selecting it's associated object, going to the Object Data Properties tab, and press I on your keyboard while hovering over the checkbox to animate the value.

My fault, I was not very clear in my explanation.
I would like the video to become visible and start on say frame 50 as opposed to frame 1 which when I add video clips are always on frame 1.
I tried the method you mentioned which is great to know but the video clip is visible on frame 1, it just doesn’t start playing until frame 50. Is there some way of having the clip start on frame 50 , lets say in After Effects  I would just drag the layer over, can I do something like that in Blender?
Thank you.

@Bob Check my edits, solves the problem.

@Bob also blender has a Video Editing workspace, so you can add the videos there and interact with it like after effects unless you don't want to move it in 3d space or do any high-level effects.


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Node wrangler is stacking menus on top of each other?
Why is node wrangler stacking the menus on top of each other when it comes into the shading window. Here's a pic.

Have you tried selecting the menus and dragging them off of each other?

yes, that works but until recently it would lay them out side by side, no need for additional work:) I wonder if I should remove it and reinstall node wrangler

That's a good idea. If that doesn't work, I'm sure some of the other members can help. I can't offer much advice because I'm still learning to use the Shading section but I wish you all the best.

If you use the Node Wrangler's Ctrl-Shift-T hotkey to select the materials everything should be neatly laid out in Frames but that obviously hasn't happened here for some reason. If you just want to spread out the nodes you could use the built-in Node Arrange addon but that shouldn't be necessary in this case. You should have version 3.47 of the wrangler automatically installed if you're using Blender 4+.

Thanks everyone for the assistance, I updated Blender from 4.0 to the latest and node wrangler is working wonderfully!


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Control transparency of a video clip?
I've imported a video clip, can you control the transparency of a video clip? I can't seem to find anything under object properties.
Thank you.

I'd try adding effect strips

I should have clarified more, I'm using 4.2,  I have imported the video clip into a composition as an Image -Mesh plane. I'd like to use it as a semi transparent object in the scene. In object properties, I thought there was an opacity setting?

Oh, edit the material nodes and use a mix shader with a transparent BSDF

That worked great! Thank you.

Depending on how the material is setup, there is eventually no need for an old-fashioned method like mixing with a Transparent BSDF as @DanielMöller suggested. If the video is plugged into a Principled BSDF, this has an Alpha value which you can simply set to a value lower than 1 to get semi-transparency.


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Installed Botaniq Lite but can't see assets?
I just upgraded from the starter kit to the Botaniq Lite version. I've installed it but can't see the assets. The starter version is still showing in Blender along with the Lite version. I think I may have to remove the starter install but I can't see how to do that , it does not show up in my addons only the Lite version does.
Has anyone else had this problem?
Thanks.

That's a third-party addon so you'll have to ask the addon author(s) that one. - We can only help with questions about Blender and its built-in addons here.

Okay. Thank you for the info.

you can try to remove the directory of the starter kit, have a look in C:\Users<your user name>\AppData\Roaming\Blender Foundation\Blender<x.x>\scripts\addons\ and look for starter or botaniq or something related


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How can I fix coordinates of vertices?
When I use proportional editing, I want some vertices to be fixed at where they are.
If you know how to fix the global coordinates of vertices, can you please tell me?

In the normal course of  editing, you can H hide elements you don't want to affect.
But then, you can't see them... So, if you want to, you can AltD make an instance of the object, left in Object Mode, so you can see what you're doing:

+1 didn't know that....that's genius ;) Love Blender! ;)

Thanks, @Chris! I have to say, though, I still prefer 3DS's fuss-free proportional (weighted) selection , to Blender's Proportional Editing. It's much more flexible. That. and Editable Mesh ( a snapshot) on the modifier stack. The rest, they can keep :)

I am sorry, I never worked with another 3D software than Blender - except while studying - but that was decades ago - so I cannot really compare…♂

Thank you, @RobinBetts! Though I will still wait for further answers for a while, your answer was useful.


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Is there symmetrize option for texture image?
There is a function to symmetrize mesh "mesh>symmetrize"(+x to -x etc.) in Blender, but is there a function like this for texture?
Now, I have a symmetric mesh and an asymmetric texture, and I want symmetrize this texture to match mesh.

I don’t think so, but you can do it in an external editor like GIMP, or depending on the scenario use mirrored UVs to get symmetry.

It doesn't make a lot of sense to symmetrize a Texture, because it would be a waste of 50% or more of the space. If no triangle goes across the line of symmetry, you could just select half of the UV map and scale by X = -1. Otherwise you can symmetrize inside your material either by only using half of the image texture, or by scaling on a chosen axis by 2 (for single-axis symmetry this will cause a distortion):

Thank you for your comment and I'm sorry for poor information. I'm now woking on 3D anime character face, and there are both symmetric and asymmetric parts in a texture. Before I paint asymmetric texture I painted symmetric picture, but because I didn't check symmetric painting button "x", just half of face have texture. Actual situation is a bit more complecated, but like this. Also, because I will inport the model in Unity etc., I want to edit texture directly.


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How do I smooth these sharp edges?
Here is the picture of my object:

As you can see there are sharp edges from the top to the bottom of the object.
But the thing is I haven't found any solution to counter this however.
The only solution I had tried is Object > Shade Smooth.
But here are it's results:

Is there any way to solve this?, thanks!

Hello, are your talking about the shading or about the contour? These are 2 different things. If you're talking about the contour, you can bevel the edges

I'm talking about this:
https://all3dp.com/2/blender-smooth-shading-simply-explained/

you say "Is there any way to solve this?", what are you refering to? what bothers you in the image?

The black glows somehow bother me.

@FerbiZides you could fix that by auto smooth

At first, to make the smooth shading look less weird you should enable Normals > Auto Smooth in the Object Data Properties.

If you now also want the edges to be smoothed or rounded off, I would suggest you use the Bevel Modifier. This way you can non-destructively smoothen the edges and make changes afterwards if needed.
Go to the Modifier Properties tab, click on Add Modifier and choose Bevel. Then you can adjust the Amount and Segments to your liking. The Limit Method is by default set to Angle, with a default value of 30°. On my model I've lowered it to 24° to get the bottom edges beveled as well. What I would also suggest is to disable Geometry > Loop Slide and enable Shading > Harden Normals.

One of my favorite ways to do this is by combining a Bevel modifier with a SubSurf modifier.
SubSurf is great because it can't be beat in terms of smoothing out the geometry of your model. Only problem is it takes the manual addition of edge loops all along every edge you want to keep relatively sharp, which is time-consuming and difficult to edit.

If you don't add these in you get a model that looks like this:

Not great.
However, if you use a Bevel modifier, with the profile set to 1, and set the Limit Method to Angle, you can almost get 100% of your edge-loops for free.

It's not entirely fool-proof though. Spots like here on the bot

So in this example it's not exactly 100% automatic, 90% of the objects you try this method on, this will get you what you need.
We just need to do two things:
Select the front face and press "I" to inset it a bit.

Then in edge select mode, go to Select>Sharp Edges. This get's us nearly all we want.

We just need to figure out a way to get these edges in there.

Which in this exact scenario we can do by using Select > Loops > Edge Loops.

And then Ctrl+E > Edge Bevel Weight and type in 1 on the numpad.

Now we have all the edges that we want beveled marked as such.

Incidentally, this is what the first versions of HardOps did way back in the day; automate this whole process to make it a 1-click deal.
Now you can just push Ctrl+1 to add a SubSurf modifier with 1 level of subdivision, and we're looking good. Also set it to shade smooth, auto smooth and, if needed, a Weighted Normal modifier.

Why not just use a bevel?

@YousufChaudhry My thoughts exactly. This is a quite simple object and bevel or the Bevel Modifier would be absolutely sufficient to achieve that. I would only suggest to deactivate Loop Slide for the bevel.

@YousufChaudhry. this is why

@Jakemoyo You've got a point ;)

I had found a solution (geometry absolutely bonkers though):

Select all of the sharp edges:

Bevel all of them and set the segments to 10.
Add 2 modifiers called "Edge Split" and "Subdivision Surface".

Detailed note for the 2 modifiers:

And if you had done all of that, this should be the result:

This solution is enough for me as I will only texture it and export it, with nothing else in mind.

Well, you could have easily selected the two outside edge loops, marked them sharp, and add a bevel or subdiv to do what you did. Though I guess you didn't explain your end result.

Or the above answer could have worked if you didn't add the two bottom sharp edges.

Okay, my answer is for if you want to change something afterwards - but now that you said you want to export it, changing the mesh by beveling it in Edit Mode would be better.  However, you don't need those modifiers for that result. First of all, select all three front faces and the corresponding faces on the back. Press F to join them. Then select the edges you want to bevel and do it. If you have set the object to smooth shading and it looks weird, enable Normals > Auto Smooth in the Object Data Properties. This will give you a better geometry as well.


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How do I put an object in the middle of an object?
I have been quite wondering for sometime now on how to do this; here is a reference image:

Basically the yellow point or circle should move to the 2nd arrow moving to the center of the red circle. I'd want something like that on blender.
Anything is appreciated, thanks.

Assuming the origins of both meshes are at their centres, select the red circle in Object mode and then use SHIFT-S > Cursor to Selected. Then select your yellow object and Shift-S > Selected to Cursor. Job done!

... or select the yellow object first, then the red object (selected last=active), and use Shift+S > Selected to Active

... or if the origins are not centred, go to Object>Set Origin>Geometry to Origin/Origin to geometry or whatever you want.

...or if you don't want to change the origin, but the origin isn't in center: select the mesh in edit mode -> Shift+S-> Cursor to selected, then in object mode select your other object -> shift +s -> selection to cursor

That lot should keep him busy deciding which to use! :^))

Your solution has already worked @JohnEason, mind making an answer? and I'll mark it as the solution.

Sure, although the other answers are just as good!

Assuming the origins of both meshes are at their centres, select the red circle in Object mode and then use SHIFT-S > Cursor to Selected. Then select your yellow object and Shift-S > Selected to Cursor.


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How do I make thin edges much more thicker without messing the inside of the object?
So I have here this object which looks like a cabinet. The problem is that the edge is too thin, which makes it unrealistic.
A solution I have tried is to use the solidify modifier but unfortunately it didn't go as well as expected. Here are it's results; BEFORE AND AFTER
Before:
Inside of the object:

Edges of the object:

After applying the Solidify modifier:
Inside the object:

Edges of the object:

You could even see the off scaling of the edges.
Any help is appreciated, thanks.

Try the Mode > Complex, Thickness Mode > Constraints, it seems to work fine:


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How can I align an edge with the other edges?
You can see the image here below where it has a red line, and this red line is the line I want to make sure all edges align with it perfectly. The 2 other edges align perfectly, but the other one seems to be off.

I tried making it align with the red line by just moving it, but it would always never be 100% accurate.
I have seen some topics having the same question, but I could not understand them clearly, if anyone could give a very detailed and easy to follow solution, it would be appreciated, thanks.

select the verts, push S, X then 0 on the numpad.

It just brings me back to its original state. Nothing happens.

You can align the vertices of a mesh along an axis in the following way:

Mark the point you want to use as center

Place the 3D Cursor there (SHIFT + S)

Switch Transform Pivot Point to 3D Cursor

Mark the points you want to align

Press S for scale, then X for a specific axis and then the 0 key on the numeric keypad

This will scale the position of the selected vertices to the previously selected zero point, namely the 3D cursor on the X axis.

Alternative answer:
Select Vertex mode under snapping.

In wireframe mode (SHFT-Z), box select the centre verts.

Hover the mouse over the top vert and hit G>X. Then hold down CTRL and hit ENTER.


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How do I make this object round like the reference image?
I've been learning blender but I cannot get past this problem.
I have this computer mouse shaped object here:

So here is my reference image:

What I'd like to do is make it as round as the given image (reference), I have tried methods like bevel and modifiers but those seem to not work.
Any help is appreciated, thanks!

Add a loop to the middle. Also, you may want to check tutorials on YouTube such as https://www.youtube.com/watch?v=SfrxQmR4_dY&t=12s

I kind of used the bevel tool and it gave a good result but other parts of the mesh were affected, I'll just ask that in another question.

perhaps use subdivision modifier. that way you are able to have more edges and vertices automatically making the mesh smoother instead of blocky

Unfortunately, the west and east side of the object is thin, which is I do not want.


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Blurry viewport shading after updating to 2.93
On 2.92 I had no significant difference between viewport shading and render
Now the viewport looks unsaturated, foggy and blurry and simply can't be used to render preview anymore
Viewport:

Render:

$ blender --version
Color management: using fallback mode for management
Color management: Error could not find role data role.
Blender 2.93.0
        build date: 2021-06-04
        build time: 17:23:25
        build commit date: 2021-06-02
        build commit time: 13:05
        build hash: ddb2d7143899
        build platform: Linux
        build type: Release
        build c flags:  -Wall -Wcast-align -Werror=implicit-function-declaration
 -Werror=return-type -Werror=vla -Wstrict-prototypes -Wmissing-prototypes -Wno-c
har-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-s
trings -Wlogical-op -Wundef -Winit-self -Wmissing-include-dirs -Wno-div-by-zero
-Wtype-limits -Wformat-signedness -Wrestrict -Wnonnull -Wabsolute-value -Wuninit
ialized -Wredundant-decls -Wshadow -Wno-error=unused-but-set-variable -Wimplicit
-fallthrough=5 -D_FORTIFY_SOURCE=2 -march=x86-64 -mtune=generic -O2 -pipe -fno-p
lt -fuse-ld=gold -fopenmp -std=gnu11 -msse -pipe -fPIC -funsigned-char -fno-stri
ct-aliasing -ffp-contract=off -msse2
        build c++ flags:  -Wuninitialized -Wredundant-decls -Wall -Wno-invalid-o
ffsetof -Wno-sign-compare -Wlogical-op -Winit-self -Wmissing-include-dirs -Wno-d
iv-by-zero -Wtype-limits -Werror=return-type -Wno-char-subscripts -Wno-unknown-p
ragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wundef -Wformat-signe
dness -Wrestrict -Wno-suggest-override -Wuninitialized -Wundef -Wmissing-declara
tions -Wimplicit-fallthrough=5 -I /usr/include/python3.9 -fuse-ld=gold -fopenmp
-std=c++17 -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing -ffp-contract=
off -msse2
        build link flags:  -Wl,--version-script='/build/blender/src/blender/sour
ce/creator/blender.map'
        build system: CMake

try disabling the denoise in the viewport..

If disabling denoise doesn't work as @Sanbaldo suggested try verifying your settings for color management in the cycles settings

Thank you @Lowlande52: Strangely, I don't have Filmic as option. Seems a bug: https://bugs.archlinux.org/task/71110?project=5&string=blender


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How to bevel a screwed tunnel into a seamless backdrop?
I want to merge and bevel the tunnel's spiraled stripes into a seamless backdrop. Thus the backdrop is of made of the similar 5 stripes as the screw, though not screwed anymore.

How can I achieve that?
The smaller trumpet(#1) serves as other depiction of my imagination to merge and bevel the spiral and seamless backdrop.

It is a first time I see someone starts whole cable from single vertex :) Awesome. Just a big disadvantage is you have to use very dense topo to get desired shape. I followed your system, but seems to me lighter to create base segment from faces with better top and than use modifiers ... or to add one Subdivision after first Screw...?

From your question I'm not sure about final desired shape, but you can try Lattice modifier or Surface Deform modifier
Step 01

First you would need to straight ends of cable - just change your Screw.001 modifier > Screw > 0 m

Step 02 - version Lattice

Now you can add Lattice object under Lattice Properties change Resolution to 3. Position it at the end of cable. Add Lattice Modifier to cable, choose object Lattice. Select Lattice switch to edit mode and scale bottom part.

If you don't mind make cable circular increase Screw.001 > Steps Viewport/Render to 20. Also there is not a necessary to have first Screw modifier Steps 64 ... 24 seems to work as well.

Step 02 - version Surface Deform
if you want the cable from flat segments (as in your example) try it with Surface Deform modifier (but there is probably many other ways)

add Subdivision modifier to get more segments on straight end edge
add Cylinder, in edit mode add two Edge Loops, add Subdivision modifier too
add Surface Deform modifier, select Cylinder as object, than BIND
now if use change Cylinder shape (like scale bottom edge loops it will shape Cable end)

anyway modifiers use in order - Displace, Array, Screw, Screw.001, Latice or Surface Deform, Curve, Solidify, Bevel

Step 03
To let "trumpet" shrink on "backdrop" curved part ... try your luck with Vertex Weight Proximity modifier with backdrop object as Target, it will generate a vertex Group with weight that we can use for ShrinkWrap modifier .


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How to create a twisted spiral tunnel?
I need to to create a twisted tunnel. Example:

Though the stripes should have volume since the tunnel is the inner side of spiraled marshmallow tubes. Example:

I started adding a screw modifier to a plane which looked promising from from the tutorial, though not on the inside:

Any ideas or should I try to start with a bended cone, add a twisted color ramp & bump?

The hard way
But the way you can use to pour sugarlicious material on.
As usual we'll begin with a simple vertex. Easiest way is to add a cube, or plane, and go into edit mode, vertex select mode, select all with A then Right Click > Merge > At Center.

Add a Displace modifier set to X, lower the midlevel and increase the strength. Don't mind the vertex group, you don't need it.

Add a Screw modifier, increase the screw, iterations and steps (viewport and render)

Let's give it some thickness ! First add another screw, but set the steps to 1.

How to create a noodle. Don't worry about the wonky shading just yet.

Add a Bevel modifier set to angle and crank up the width. Add a Weld to remove the seam in the middle.

The tricky part. Add an empty, set it as the object offset in a new array modifier. Now we drive the empty rotation so that the result is always equally separated.

Set the array count to 10.

Add a Bezier curve, scale it. Add a Curve modifier to the other object, and set the curve as the target.

Let's shade this masterpiece ! (Easy part)

What the ?? Everything's white !

Let me show you the simplest magic trick in the book. Offset UV in the Array modifier.

Final result :

I'll let you play with the settings, not all the fun for me :)

Hmmm,,,, how did I know whose answer this was, way before I reached the bottom?

I'm probably breaking rules here, heck I don't care: Thank you, thank you, thank you so much @Gorgious

@412p9wej Sure by SE's rules you are technically not supposed to leave a comment like that (maybe). It very well might get deleted. But Gorgious has already seen it. The comment has served its purpose. I too have thanked the authors of particularity helpful answers. As long as you don't replace up voting with a thanks comment, I have no problem with saying thanks in a comment.

In my opinion there is no need to create the actual geometry, since you may achieve the same effect (more or less) with normals and displacement (if you are using cycles microdisplacement will do the trick).
So I would start with a typical cylinder and I would use a seamless texture with stripes.

The trick is simply to rotate the texture, for few degrees

Just keep always in mind that there must be always a proper ratio between the rotation (degrees) and the thickness or the count of the stripes.

How have you got the rotation there? Have you manipulated the UV map to rotate the faces? Also, please explain why the Checker Texture.... surely that will produce edges when it gets to the next row (or, presumably, the Scale settings are avoiding that, to a certain point. How do you calculate the angle to use to make it seamless or is it just 'by sight'?

For the rotation/manipulation I am using the mapping node (there is no need to alter/edit the UVs of the object).
Mapping node provides all the basic transformation you need to change a texture, which in this case is a checker.
So what I did was to shrink as much as it was needed the Y scale and raise the X. I could probably use a gradient with a ramp if I was looking for smooth "edges" in my texture.
Regarding the angle it is adjusted intuitively.
Try to replicate it and play a bit so you can understand how it behaves.

Oh, I see - because the Rotation applies before the Scale it's already rotated in relation to the 'straight' UV mapping and that's where the twist comes from. Nice solution (just need to be careful it doesn't get to far along the texture.

cnisidis and @RichSedman I've been trying to automate this, and can't get the numbers to make any sense.You want to rotate or shear the rectangular UV space so the phase at Y=1 is the same as the phase at Y=0, and the rectangle can be rolled into a tube with the edges matching. Tried with a shear, too, but parameter that works is always slightly off the one I would expect.. it would be nice not to have to eyeball it.

I would use a Bezier Curve, it's typically easier to create tunnel-like objects.
In the Object data properties, add a bit of depth to create the tunnel. Increase the preview resolution (number of subdivisions between each control point) and the bevel resolution.

Add a material, go in to the Shader Editor. The curves come in auto-UV unwrapped so we will be using the UV coordinates. Add a wave texture, and tweak the settings as you see fit. I used a Bright / Contrast node to incrase the contrast, you can also use a Color Ramp. Next for the bumpiness, I added a Math node set to Ping-Pong, at half value, so the light will reflect on dark rings as well as on bright rings. I added a RGB Curves node and smoothed the values, and plugged that into a Bump node, and finally into the Normal input of the Principled BSDF.
A little bit of distortion in the Wave texture is nice, but it add a visible seam in the texture.

Result :

To get the twirly effect, we will have to play a bit with the coordinates. Thankfully it is not too hard since the UVs are nicely mapped to to body of the curve. We will use the Y coordinate to offset the wave, creating the twirl.
First change the wave texture to be along the Y axis. We will offset the Y coordinate by a multiple of the X coordinate. You can play with it. I recommend starting at a low multiple and working your way up, else you won't see much happening.
The nodes :

Result :

Thank you. If I may say, the black part should be one stripe instead of many rings. Is that possible?

@412p9wej I see, I edited the answer, is that what you are looking for ?

Mesmerizingly  good.

@Gorgious Outstanding :) I'll pour liquid and put licorice into that tunnel. I will need geometry in order to have correct interplay between all objects don't I? If so, I will gladly edit my question and emphasize on geometry


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How to use the cloth brush without restriction?
After starting to brush (left mouseclick) I'm only able to use it in a certain circle (marked yellow). None of the tutorials display that behaviour. How can I overcome this and use the brush everywhere?

Press F then move the mouse left or right to increase or decrease the radius of influence.

You can't sculpt out of the limits of this yellow circle (which will appear red actually). It is called the Simulation Limit and it's not the same as the brush Radius: When you left click on the object you want to sculpt, the position of the cursor determines the location of this area. As long as you won't release the left click you won't be able to sculpt out of this area.
To make this area bigger you can either increase the radius of your brush (F) or in the N panel > Tool > Brush Settings > Simulation Limit. In the latter case it's not the brush that is bigger, but the Simulation Limit relatively to the brush size:


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Rigify Rig Hands & Feet Locked In Place Error
I'm brand new to rigging models and Blender, I started trying to use Rigify on my model and ran into some issues. I then tried using a more basic model (the one in the file/images). The rigging seems to work fine however the hands and feet are locked into place (they can be rotated individually though). The arms and legs on the actual rig (not the armature or model) seem to move separately to the model when I twist the body too. If anybody's able to take a look and figure out what I've done wrong it'd be greatly appreciated, thank you!
Keep in mind, I am a total beginner so I might need a bit of a walk through.
Blender File

At a quick glance it seems to be working as it should. In Pose mode, hit the 'N' key with the cursor over the 3D view and then the 'Item' tab down the R/H side of the 3D window. That should bring up all the Rigify settings. You should read up on IK-FK switches which change the influence of the Rigify foot and hand controls as that's really not something that can be explained quickly on this Q&A forum.

The Rigify animation rig has both IK and FK controls. The red squares at the hands and the feet, and the red arrows at the arms and legs are the IK controls. If you want to have them move with the body you can switch their parents from Root (=1) to Torso (=2). Either choose an entry from the drop-down menu or enter the number:

Here is a short description of the controls. I recommend to read the manual (yeah, it's very brief) and watch a few tutorials about Rigify, IK (Inverse Kinematics) and FK (Forward Kinematics).
The IK & FK controls are on different layers and you can show & hide them with the buttons in the side panel. Whichever of these controls is active will control the character model. There is also a switch in the side panel for this (IK-FK .. (0/1) and FK->IK ... (button)).
IK parent switch
Unlike the FK controls, the IK control bones are not a child of the limb that they control. By default, they are a child of the root bone. If they would have no parent at all, they would not move with the armature and would always stay where you have moved them in 3D space.
The Rigify animation rig has a switch for each hand and foot to switch the parent of the IK control dynamically. You need to select the control bone or the red gear bone at the shoulder/pelvis to see the options.
What is this good for?
Let's say you want to make your stick-man climb over a wall. He stands in front of the wall to reach the top. But he is a little bit too short.

He stretches out both arms, puts his left hand on the wall while his right hand is in the air and tries to reach the top of the wall. To make this work, he stands on his tiptoes.
Now what happens to the hands and arms?
The left hand on the wall stays in place and the arm bends while the body is pushed upwards. The other hand (the right), on contrast, moves upwards.
I think you could use here the IK control for the left hand and FK control for the right hand to get the same effect. But let's use IK controls for both to see the difference of the parent settings. The IK control of the left hand has the root bone as parent, while it's switched to the torso for the right hand IK control. This way it moves with the body.
At some point you need to switch the settings else the following will happen. The parent for the left hand IK control is switched, but for the right hand IK control it is still the torso. Instead of staying in place when the hand grabs the wall, it moves around.

You can create key frames for the parent value and switch them this way. There is also this little button right next to the number that converts a pose depending on the IK parent.
One last thing: for better deformation make sure the model has enough geometry (knees, elbows and butt) and the Armature modifier is on top of the Subdivision Surface modifier.

Thank you so much for this! I also found a really helpful video that explains the whole IK and FK controls situation very well for anybody else confused: https://www.youtube.com/watch?v=vKgH5zXIYmM


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Is it possible to set a Sphere as a Fluid Simulation Domain?
This what happens when I try it...

I'm using Blender v3.6.2

as you already tested - no. Just use a normal cube as domain and use a sphere as effector to get this effect.

I tried that plenty too, doesn't work

of course that works. Provide a blend file where you tried that, i will then show you what you have to change, that i works

The Effector acting as container need to be defined with Face Normals pointing from the outside in and have a not completely closed mesh (if it's closed you might remove a face up in the mesh structure).
This way the Effector will be considered as a hollow object with faces oriented in the containment direction.

I don't think that's correct. Instead the Effector sphere should be manifold, i.e. having a thickness. That way, you get the normals pointing inwards as you suggested and no need to remove a face (? I don't understand).


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Creating crumpled paper in blender
I am trying to create crumpled paper in Blender. For that purpose I’ve watched a few tutorials on YouTube. It turns out that in most tutorials the same method is used:  a plane object is placed inside a UV sphere, and Cloth (Leather) and Collision modifiers are used.
Example of tutorial (I've chosen the shortest one)
I’ve tried to use the same method. The tutorial helps to create an animation of a paper being crumpled and a convincing lump of paper by the end of animation. But I need to achieve resemblance with this reference.

The problem is that using method from the tutorial the Cloth modifier bends the object way too soft, whereas crumpled paper has more straight and sharp folds.
Does anyone know the better way to create such a thing?
This is what i got so far

https://blender.stackexchange.com/questions/295371/how-to-create-this-crumpled-paper-transition-for-use-in-vse https://blender.stackexchange.com/questions/77649/crumpled-paper-cycles-texture


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How can I recover UV mapping before symmetrizing mesh?
I did following steps:
1.UV expansion
2.Modified mesh, and symmetrized it by using "mesh>symmetrize"
3.Texture painting
However, because the expanded mesh in UV editing window was half due to step2, the painting was only applied to the half of the texture(see an added picture).
If I use this mesh only in Blender, there is no problem, but I want to import it to Unity, texture should be complete(not half).
I'm sorry for my poor English, but if you know hou to solve this, please tell me.

You could bake your current result onto a new unwrap: Go into the Object Data panel > UV Maps, create a new UV map, keep it selected, unwrap your object again, for example with the Smart UV Project mode, in your material create a new Image Texture with a new image, plug an Input > UV Map node and select the new UV map. Keep the new Image Texture selected, don't plug it for the moment, go into the Render panel > Bake (you need to choose Cycles, not Eevee render engine). Choose Bake Type > Diffuse, Contributions > Color only. Clik on Bake. Now you have a new diffuse map.

Thanks. But I can't understand how to do this.
Instead, I duplicate mesh, delete the left side of an original mesh and the right side of the duplicated mesh, then, using snap, I recovered previous (complete, not half) UV expansion.

You don't need to duplicate the mesh, nor delete the left side, just do a new unwrap and follow the step, you'll end up with a new image map, now you can duplicate your object in order to keep the original somewhere, then remove the first UV map that is not useful anymore, plug the new Image Texture into your Principled BSDF


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How do I align the rotation of this star to the face closest to it without it phasing through?

How do I align the rotation of this star to the face closest to it without it phasing through?
The closest that I've gotten it to working + My settings
P.S. I thought making the surface flat could make it easier

Your instinct to create a reference plane is a good one. You could do it that way.
Unless you want to move the object-origin of your star-object with respect to its mesh, though, there's always going to have to be some sort of parenting to a proxy origin in the right place with the correct orientation, so let's do it without creating extra geometry.

With Transform Orientation set to 'Local', working in Object Mode, throughout...

Create an Empty. Arrows will help you see what you're doing.
Set Snap to 'Vertex', with 'Align Rotation' on, and snap the Empty to an inner vertex.

Z is pointing the wrong way.. RX180 rotate the Empty so Z is inwards.
In the snap, set 'Align Rotation' off, and GZ snap the Empty to one of the star's adjacent point-vertices (in its local Z, only).

With both selected, and the Empty active, CtrlP parent the star to the Empty. Now we're kitted up, with Snap set to 'Face' and 'Align Rotation' on again, to snap the Empty to faces around the scene, with the star following:

At any time, you can AltP, clear the star's parenting, with 'Keep Transformation', and you're set.

There must be something wrong with my snapping? Where yours was inward, mine was out.

It did work though, I just had to skip over flipping the Empty.

@grem great! So long as you're on board with the general idea.,, maybe your surface is inside-out? If the normals are pointing the other  way...


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Inset Boundary not working in Blender 3.2
i have tried multiple times but the inset boundary feature isn't working in blender 3.2 . is it only me or anyone else facing the problem also?

it works fine for me, could you please show a animated gif or something? Maybe you have an inner face?

I had the same issue, and I solve when discovery that we need press ctrl+b then when the lines appear no more  press them and press the left bottom and select the area.

Hello and welcome! Please try again to formulate an answer that expresses in English what you mean. The way the question is currently worded, it is difficult for me to correct it, because unfortunately I really don't understand what you are proposing as a solution here. Try https://www.deepl.com/. Thank you for your understanding!


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How do I do Catmull-Clark subdivision without losing mesh volume?
ZBrush has a pretty well known way to subdivide without losing volume or details but still using Catmull-Clark and getting the smoothing benefits: https://www.linkedin.com/learning/zbrush-tips-tricks/subdividing-a-model-without-losing-volume
The ZBrush method produces really nice results... Unfortunately I only have access to ZBrush at work and I use Blender for personal projects. Does anyone know a similar method in Blender? I feel like it must be doable somehow with Shapekeys (which are basically Morph Targets) but I cannot figure out how.

Hi :). You can try the Shrinkwrap or Cast modifiers to do the same thing :)

It would be very nice if the writer of your reference could express themselves in clear, concise language, without constant digression. Do you think you could do it for them?


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Faces overlapping vertexes but it's not overlapping faces?
I'm new to blender and my model had this weird thing going on where the vertexes and edges don't line up with the faces at all.
The vertexes are underneath the faces and the edges clip through them.
At first I thought maybe the faces would be double since it looked like it, so I tried removing one of them. It wasn't double AND the face I removed, left a round hole, despite the edges around it forming a square.

I figured it out myself. I was following a tutorial, but their head form was a lot simpler than mine. I turned down the Levels Viewport in the Subdivision Surface Modifier from 1 to 0. It appears to be fixed now.


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How to exclude axis when scaling just with the mouse
I know I can do this by holding shift and then typing the letter of the axis I want to be excluded. However, I really like how I can scale on one axis by hitting "s" and then just use the mouse wheel to click and move in the direction I want to scale.  However, I haven't found a way to exclude an axis using this method.  Does anyone know how to do this?

You can't do it with the mouse only, but after pressing  S, while the scaling operator is active you can press Middle Mouse Button to constraint to an axis, depending on the direction the mouse is pointing.
Similarly you can also press ⇧ Shift + Middle Mouse Button to exclude the same axis.


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How to add mask control points in compositor masks?
I need to mask the outer part of the box, yet CTRL + Left Mouse Button doesn't add any controlpoints in the image editor. The tutorials I've found are useless since they point to V. 2.79 where masks seem to be a part of UV editor.

Check if mask display is enabled. It seems to be disabled in default render view.


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Why does F3 return nothing searching for dyntopo?
I'm looking for the checkbox dyntopo (2.91). F3 returns nothing. How can I find it without asking here or searching the web?

Wait, are you just looking to find it from the search menu, or is the actual option missing in the sculpting tab?

Dyntopo isn't displayed in the F3 Menu Search, since it's not a menu item.
However, you can find it through the Operator search.

Switch to Sculpt Mode
Check Developer Extras in Preferences > Interface (to enable Operator search)
Go Edit > Operator Search > Dynamic Topology Toggle

I asked the question after the documentation failed to help me. I should rephrase the question: How to search in blender for the Sidebar > Tool > Dyntopo or any other Panel: x > y > z

Oh, right, I'll update the answer :).

Is there maybe a 3rd party plugin which provides a search result similar to your circling cursor? (thank you for that). In short: A search result similar to your gif to show me where to look

No idea, never seen such functionality in any software :).


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How to recreate the merging of gelatin
I need to recreate the merging of white and colored gelatin:

I presume the process could contain these steps given a mold (powdered starch) to cast the product (facedown):

Pour fruity colored gelatin
Pour white gelatin after step 1 has dried a bit

Hello :). This can be easily achieved with shaders. Or are you looking for a simulation?

@JachymMichal Hello :) I'm creating one picture of such a candy, no simulation

To imitate the border, simply use a gradient as a mask between two Principled BSDF shaders.
As for the top material, glass with higher roughness works pretty well.


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How to find anything by query in blender (not F3)
How do I find the checkbox for denoising (cycles) by searching for denois.
The manual [0] is no help, I can't see
Render Layers ‣ Denoising

[0] https://docs.blender.org/manual/en/latest/render/layers/denoising.html

Hello, could you expand a little bit on what exactly is your problem ?

in 2.91 there is a new feature Display Filter . in properties and outliner you can find stuff with ctrl+f and alt+f for clearing search

@mma78 Post as answer please

new feature in 2.91 Display Filter or Property Search allows you to ctrl+f to find things and alt+f to clear search field
link


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Unable to reset blender guru file?
I was able to open and render
Blender guru gumdrop.blend once. All good.
Suddenly the geometry nodes disappeared on the the drops in the background.
No problem, just download it again. Problem remains.
Ok, just restart the machine, reset blender to default and download again. Problem remains.
I have not the slightest idea what's happening here, do you?

Tutorial: https://www.youtube.com/watch?v=kw9d7piY-Ys

The scene looks like the screenshot to me. Only the gumdrop in the front has sugar on top because the Geometry Nodes modifier is disabled in viewport for the other three gumdrops.
To have them all sugar coated, select the gumdrop object, to go the modifiers tab, and enable the modifier by clicking the "monitor" icon right next to the modifier's name. Repeat the step for the other two gumdrops. That's it.

Irrelevant here, but perhaps interesting: You can also select all objects and hold alt while clicking the monitor icon which will enable the modifier for all objects.


text:
Data path to Full Data path difference
Having Settings > Python tooltips enabled, I can copy a setting's Data path or Full data path.
e.g. Fluid domain's cache folder:
Full data path: bpy.data.objects["Dust Smoke Domain"].modifiers["Fluid"].domain_settings.cache_directory
Data path: modifiers["Fluid"].domain_settings.cache_directory
Now pasting the Full data path into the python console returns it's value while the Data path returns name 'modifiers' is not defined
What's their difference or when to use one over the other?

As you noticed, Full Data Path just works. You could make an analogy to system paths, where it would be equivalent to an absolute path.
Data Path is always a fragment of Full Data Path, and so is just there for added convenience (actually both features are there just for convenience). Often you don't need the full path, rather just the part that stays the same, while the rest can change. In case of relative paths in system, you can move a folder to a different place, and the usage of relative paths will keep everything working. In case of Blender, you may want to apply some code to multiple objects:
Copy data path of Viewport Visibility: hide_viewport and write a loop in console to hide everything:
>>> for o in D.objects:
...     o.hide_viewport = True
...

Everything got hidden indeed. Now try to use full data path bpy.data.objects["Cube"].hide_viewport to unhide everything:
>>> for o in D.objects:
...     bpy.data.objects["Cube"].hide_viewport = False
...

Only the cube, from which you extracted the full data path, gets revealed.
When you add a driver and add a variable to it, you specify the block type, block name, and then the Data Path (not Full Data Path) in the field marked red:


text:
How to create a peppermint candy swirl material?
What I want:

What I achieved so far:

The tutorial I'm following:
https://youtu.be/dDXw28BHkv4?t=286
Where I'm stuck:
Adding the tangent node doesn't result in the spiral effect as shown in the Tutorial here

What I'd expect:
Adding the tangent node results in spiral effect

You can combine a radial effect and a wave effect:

The disk is Z up, its radius is along X and Y.
The generated coordinates are centered to -0.5 to 0.5.
The wave is to have a sinus going along the radius, from the center to the edge.
The radial effect is to have a cosinus depending on the angle around the disk.


text:
How to use bones to modify the length, width and height of the packaging box
Here is my model link
I need to import this model in three.js and then modify its bones to dynamically set the length, width and height of the packaging box.

This is how to modify the bones to change the height of the packed box, I tried adding other face bones to modify the length and width, but the box became distorted

Would scaling be an option?

Scaling will affect the proportion of the lid of the express box, causing it to fail to close

Oh, I see. With a non-uniform scale the rotated bones act really wonky.

Here is a try but I don't know if it works when exported to Three.js.
There should a rabbit jump out at the end...
The mesh is a box that is open at the top. It's deformed by the Scale bone. The 4 side parts and the bottom are assigned to the Scale vertex group with a weight of 1.0.
There are also 4 loose mesh parts as "lids" to close the box. Each of these parts is assigned to a bone via a vertex group. You can join all parts into a single object if you like.
The 4 lids bones (Top-X) are children of the Scale bone which is a child of the Root bone. The Root bone is just a control bone to move the box. It has the [_] Deform checkbox not set.
If you align all deformation bones to the global axis and set Inherit Scale to Algined for the Top-X bones then the rotation works with a non-uniform scale, e.g. scale = (1.0, 0.5, 2.0). Otherwise, the lid panel grows and shrinks while it is rotated.


text:
Geometry Nodes : boolean operation on a collection
first time user, hope I'll lay out my problem properly !
I'm trying to build a personnalized geometry node to generate outlines and edges on collection of objects, the goal is to create nice looking 3D scenes to use in my storyboard (I'm a board artist, I like to play with blender).
Outlines and edges, it's simple but I achieved that, wasn't hard :
I'll try to refine that later.
My problem comes when I want to draw lines on intersecting objects, and I want to be able to apply that to a collection of objects. I wanted to use the boolean node to do that, it works when I inject specified meshes :
But when I try to work with a collection containing the exact same objects, I read that I needed the collection info node and the realize instance one... but it doesn't work, no matter what I try the union doesn't work :
What am I missing ?

No matter what you try the union doesn't work? Try this: delete the Realize Instances node. You do not even have to use Separate Children or Relative.

It works perfectly... my mistake was trying that in Blender 4.1, I don't know what changed in those nodes but I had to come back to 3.6.1. A shame, I hoped to use 4.0 method of saving geometry nodes as assets.

@jep2k3 I see, wasn't obvious from your question that it's 4.1, and we usually consider questions about alpha or beta versions etc. to be off-topic here, since features (and probable bugs) are still in development and might be subject to change before being officially released as a stable version.

Yeah sure, no problem, it's my mistake ^^ I'm fiddling around in 4.1, but at least if I have a geometry node working in 3.6, I'd be more than happy (and I'm getting there ^^). Thank you again !


text:
How do I make this part of the kettle?
This is the image I am basing my model on:

How can I recreate such part of the kettle where the red arrow is pointing at (I'm just a beginner and don't know much).
Here is the current model I have:

I have had 2 solutions that did not work:

Create a new part and snap it to the model to recreate the given part or the part inside the red outline.

Problem: It doesn't align with the vertices, edges and faces of the model.

Extrude from an existing part and then try to recreate it.

Problem: They don't align and the model looks really bad when this is applied.
Is there any solution to this? Thanks.

I would also use extrusion:
Select some of the faces:

Extrude and move, scale, etc:


text:
Duplication of one part to the other side?

Is there a way to do this without anything being ruined up?, I have tried extruding the object to look like it were the original, but If I were to do it in a more complex object, I'd have to do everything all over again and vice versa, plus the height and wideness of it can never be truly the same.
Image says that pillar A should be duplicated to other side where it says B.
Any help is appreciated, Thanks.

does it mean it should be mirrored or just arrayed? could you please draw the result you're expecting?

The result I am thinking of is the letter H. Mirror probably.

in Edit mode you can make sure that the origin is at the center of the symmetry then go into the header menu > Mesh > Symmetrize, and make sure that the axis is the right one in the Operator box. Is it what you want?

No not really, it's just duplicating pillar A to the other side but without spaces in between the bridge of the two.

so what if you select A, duplicate, move the duplication, snap to the bridge, merge the vertices, make sure that you've deleted the inner face?

The Mesh > Symmetrize tool would make it fast but as you don't want to use it:
Enable the Snap to Vertex and Auto Merge options (in order to snap you don't have to activate the Snap tool itself, just press Ctrl when you'll want to snap):

Select the left part, duplicate it, snap it to the bridge, the vertices will automatically merge, don't forget to remove the inner face:

Thank you very much for that solution.


text:
Generate a "bouquet" of drooping/bending Cables from preset models?

So I have about 6 meshes of different cables (USB, audio, etc) that are all perfectly straight and flat. I want to generate a bouquet of them clumped together , with each being repeated several times but each also having a sense of gravity to them with bending and drooping, without any of them intersecting meshes. They will be going inside a glass vase and so they all need to be gathered together at one point, and then fan out, without them going inside each other as itll be obvious through the glass. I've attached a reference image of what I'm trying to achieve, as well as the cable meshes I have. I have no idea how to achieve this, any help would be appreciated!

I expect this would involve hair or geometry notes, possibly with soft body physics on a curve involved. Can’t test for the time being.

@TheLabCat do you mind explaining this process a tiny bit more so i can experiment with it?

Can’t test for the time being. I don’t know what to tell you. I’ve never done this before, so I want to try and do it myself to see what happens/what works.


text:
How to trigger on shader node update?
I've been trying to create an add-on that should execute a function when I update anything on a shader node but I haven't managed to do it.
I thought it may not be possible and was about to give up when I stumbled upon the add-on "Node Preview", which seems to trigger on updates, so I guess it is possible.
Do you know how I could go about doing this?
Can we add a listener to the nodes, for example?

I see from https://blender.stackexchange.com/questions/180683/run-function-on-material-node-tree-update that some form of listener is possible, but I'm not an expert to take you to a listener for all updates on any nodes on any material.

@james_t , thanks, that was a good find! I'll look into that direction, though seeing that the question has no reply, I doubt I'll find a way to do what I want ...


text:
How can I make all the mesh peaks at same height?
I have a relief mesh but I can't figure out how to make the same peak height across the full length of the curve. I tried to align the peaks with scale but the result was not good.

How are you generating the mesh?

Displacement modifier


text:
What is the best approach to model relief models
I want to make models like
I will be exporting them in STL format for carving. Is sculpting the best approach to this kind of model?

probably, if you can affort a high-poly mesh

One important part of the specification.. are undercuts permissible?

I am not sure what you mean by undercuts

If I can't afford high-poly mesh?


text:
Blender is it possible to change opacity of color ramp?
Is there some kind of way to control color ramp node color Strenght (opacity of the colors?)? Something like when in Photoshop you add a solid color adjustment layer and you control the color with opacity value.

You can do this by lowering the alpha value of whatever color you want on the ColorRamp - in the example below, I assign an alpha value of 0.1 to the blue strip in the color spectrum (I know it says .285 in the image - I lowered it for the rest of the example).

By mixing with a solid color and using the alpha from the ColorRamp as a mix factor, I can blend whatever other color I like into the blue (transparent) section. You can make it fully transparent, so the new color shows completely through, or you can make it semi-transparent, and the new color will "mix" with it:

Ends up looking something like this (with my settings):

It's not possible to do something like that with just a color ramp, but you could get creative with the nodes in order to achieve such a result:

Here the "Color" Color Ramp effects the "Base Color" of the "Principled BSDF" as usual, but after that the "Opacity" Color Ramp is the factor between the "Transparent BSDF" (which is an invisible shader) and the "Principled BSDF", which creates this result:

(If you're using "Eevee" you have to use "Alpha Blend" for "Blend Mode" in the material settings in order to see it.)
I hope that this helped you.


text:
How to fix bad topology?
I am trying to recreate a relief surface. The result from the displacing modifier was not good so I decided to create it manually from a subdivided plane. I have deleted some edges and connected others, deleted and created faces trying to fix my topology it got a bit better but I am stuck with this crap
I know that I caused this by dissolving and reconnecting vertices. I tried to use the retopology modifier but it didn't help out either.

You mesh has inverted normals and hidden faces that are not quad:

Hidden faces can be revealed in edit mode with AltH. Delete them.
Once done, recheck the normal and if need correct them (either ShiftN to recalculate automatically, or CtrlShiftN to force inverted).

Thank you. I have forgotten that face when trying to clean the mesh. Everything went well!


text:
Vertex normal direction
i want to change the direction of vertex normals of my planes inside the sphere, so they should be directed outside to sphere. As far i understood i may use data transfer modifier of edit normals modifier. But for some reasons it does't work,
could please someone help me?

Data transfer modifier creates custom normals.   Base vertex normals are preserved, even though the custom normals are used for rendering.  When you enable vertex normal display, it's showing you those base vertex normals, not custom split normals.  To see custom normals, you need to both enable the display of split normals in your overlays, and set the data transfer to cage display.

omg, i am dumb
Thank you!


text:
Blender 3.0 Undo all edit mode steps (Old Undo Behaviour)
In Blender 3.0, how can I change Undo behaviour so it undoes everything done in one mode?  For example, if I make a bunch of changes in edit mode, switch to object mode, and press undo, it should undo all of the changes made instead of switching back into edit mode.
Basically how do I get old undo behaviour back?  It is absolutely critical to my workflow to be able to instantly compare before and after all changes.  Making a copy of an object before hand wouldn't work.

I need a way to do this in the same amount of time/clicks so if there is an alternative method that would also be appreciated.
This is one of many problems I have had with post 2.79 Blender but this particular issue makes the software absolutely unusable for me if there isn't a solution.

See if adding an undo history key helps: https://www.youtube.com/watch?v=DxW-TAXHXLA. You can also try unchecking Global Undo in Edit > Preferences on the System Tab although I've never investigated that option myself.

I don't understand, undo history already has a key.  Doesn't do what I need at all.  I need to be able to toggle back and forth with a single keypress (or holding down two keys) anything more is too much.
Global Undo is not a new option and isn't related to what I am trying to achieve.  The hover tool tip explains what it does.

In that case you're out of luck. The behaviour you're talking about disappeared when Blender 2.8 first came out approaching 3 years ago. You'll just have to get used to the current versions or stick with 2.79!

There are so many small issues and missing options as well as bigger issues like this it's a wonder that people praise Blender 3.0 so much.  3 years of people complaining and no improvements.  Really cancels out the other improvements as far as I'm concerned.


text:
How to wrap a face around a cylinder
I am relatively new to Blender, I use it to create 3D models for work.
I have this problem often and I can never figure it out.
I am trying to wrap the highlited face's around the cylinder to create a hinge.
I could use another object and mash them togheter but I feel like there should be an easier way.
Thank you in advance!

I think the problem stems from the fact that you are thinking about how the object is built in real life (which can help some times), rather than how to model it with polygons. See https://blender.stackexchange.com/questions/21761/what-is-the-fastest-way-to-create-a-90-joint/ https://blender.stackexchange.com/questions/66733/how-would-i-smooth-a-90-degree-pipe-angle/ https://blender.stackexchange.com/questions/161454/what-is-the-difference-between-spin-and-spin-duplicates

why don't you just use a cylinder instead of your plane?

As @DuarteFarrajotaRamos shows with his links, you have to build geometry that resembles the curving. You cannot simply bend it around like you would in the real world. And even though there are tools like Simple Deform modifier for example which could achieve this, not only would it perhaps take longer to get the settings correct so that it fits, it also can't work with a large face with no subdivisions. The modifier works along edges and vertices, but you only have them on the corners, none inbetween to bend along.


text:
How to copy Names from a selected multiple objects and paste it (combined) into another using a script?
in my work I must do a lot of copying from different multiple objects and combining those names, pasting into final objects name. I was wondering if that can be done with a script.

This will combine the names of the selected objects and over write the name of an object called "Output" with the combined names of all the selected objects.
By default, the order of the names will be the order that the objects were created. This is the most simple case.
Paste this into the text editor, create an object called "Output", select some other objects and click the play button in the text editor.
import bpy

name = ""
context = bpy.context
data = bpy.data

for obj in context.view_layer.objects.selected:
    name = name + obj.name

data.objects['Output'].name = name


text:
How to make the sphere which falls into simulated water be deformed by this water too?
There are tutorials telling how to make a liquid simulation. Also demonstrating the objects which fall into water creating splashes, waves, etc.
I want to step ahead a bit: how to make the object which falls into water get deformed, too? I.e. I want water and this object to deform each other (imagine this object made of some pretty soft substance - jelly or whatetever).

Alas you want what cannot be accomplished at this time with blender.  There are some physics that cannot interact.  Rigid Body physics is sort of isolated from other things, while you can still assign a Collision modifier to a RB, a RB can only interact or be affected by another RB.

Reference: https://blender.stackexchange.com/a/5939/111042  I also see you're trying to use an SD modifier: that won't work either.


text:
Blender version discrepancy between older version and v3.2 - Eevee
Eevee 3.2.2 vs Eevee 3.1.2
I dont understand why there is a lack of light reflections in the 3.2 version when I open the same .blend file in 3.2 and 3.1. I have checked the settings and they are all the same in render settings and in material settings.

my intuition says check normals, everything facing the camera should be blue

I checked normals, flipping them does nothing, same result. Still no reflections in 3.2.


text:
3D Viewport Gizmo - Axes are missing, but zoom, pan buttons are visible
Navigation Gizmo - 3d axes are missing - but not the zoom, pan buttons. Could you please tell me how to fix this?

Hmmm... strange, I never had that. Usually you can disable it in the Viewport Gizmos menu with the Navigate option - but this would turn off the other symbols there as well.

Yes, when I do that, the buttons turn on and off but I cant see the axes

Go to the top menu Edit > Preferences > Viewport. There you will presumably find that the 3D Viewport Axis is set to Off. Switch it to Simple Axis to get the default navigate gizmo back.

Awesome! It worked. Thanks a lot


text:
How to make bezier curves thicker so they are easier to see?
How can I make the bezier black lines easier to see? Basically I just want them thicker. They are super difficult to see against textured terrain and I need to constantly select all just to see where my lines are.
Also the handles are almost invisible and despite having set the brightness to max and colors as offensive as possible they still get easily lost because they are so tiny and narrow. Using the latest blender version.

You cant make them thicker right now. Apparently it's something that's under development. But you can change Wire/Wire Selected Color under 3D Viewport Theme Settings to at least make the curves themselves a brighter color, also consider changing the vertex size to something larger to make them stand out a bit.

You could add geometry to the curve and delete that before the render

Would temporarily increasing the bevel depth slightly under the Geometry > Bevel settings help?

@JohnEason I'd encourage you to write this as an answer. Even if it's just a workaround, it's still better than nothing.

Ok. I've now added it as an answer.

As a workaround you could temporarily increase the Depth setting slightly on the Curve > Geometry > Bevel panel.


text:
select shortest path between vertices with ctrl-key changed in new version?
I just tried a newer version of blender (3.2.2) and I noticed in edit mode the selecting tool to selected edges between two vertices doesn't work the same anymore.
To demonstrate the issue:

create a plane, subdivide 2 times
select a vertice on one edge and then press and hold ctrl and press a vertice on the other edge.
It should select the verts between those two verts. Instead when pressing ctrl it changes blender to snap mode (small circle appears) and it snaps to the vert. When clicking the second vert it adds a measuring tool that is 0 length there. That happens because I have the measuring tool selected in the left hand menu.

In previous versions (I don't know when the change was made) it selected the shortest path between the verts when ctrl-clicking. Is there any way to get this back? The way it works now feels like a bug tho, as a measuring tool of 0 length is of no use anyways.

Sorry, I can't reproduce your problem - for me Ctrl+Left Click selects an edge path between selected verts, and Ctrl+Right Click extrudes the vertex (using version 3.3).

Do you have the measure tool selected in the left hand side menu when you do this?

It seems to work the same way in the previous versions, the problem is that the Measure tool also uses the Ctrlleft click shortcut to snap to vertices, but it seems to work as Shortest Path shortcut if you click a bit away from the last vertex:


text:
Can't get rid of empty space between columns

I'm building a small addon that will grow into something more serious as I grow accustomed to Blender and make small workflow tweaks. I'm trying to set up some basic addon preferences that I can expand on later.
Under "Pie Menus" you will notice that the separation between the buttons is noticeable, and I don't know what to do to get rid of it. The very last two lines of code are the relevant ones here.
def draw(self, context):
    layout = self.layout
    col = layout.column(align=True)
    row = col.row()
    box = col.box()
    split = box.split()

    b1 = split.box()
    b1.label(text="Tools")
    col = b1.column(align=True)

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Direct mode switching.")

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_subd", toggle=True)
    row.label(text="Toggle subdivision modifier.")

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_smartx", toggle=True)
    row.label(text="Context sensitive delete.")

    b2 = split.box()
    b2.label(text="Keymaps")
    col = b2.column(align=True)

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Temporary.")

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Temporary.")

    b1.separator()
    b3 = b1.row()
    b3.label(text="Pie Menus")
    col = b3.column(align=True)

    row = b1.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Temporary.")

    row = b1.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Temporary.")

Any help would be greatly appreciated!

def draw(self, context):
    layout = self.layout
    col = layout.column(align=True)
    row = col.row()
    box = col.box()
    split = box.split()

    b1 = split.box()
    b1.label(text="Tools")
    col = b1.column(align=True)

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Direct mode switching.")

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_subd", toggle=True)
    row.label(text="Toggle subdivision modifier.")

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_smartx", toggle=True)
    row.label(text="Context sensitive delete.")

    b1.label(text="Pie Menus")
    col = b1.column(align=True)

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Temporary.")

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Temporary.")

    b2 = split.box()
    b2.label(text="Keymaps")
    col = b2.column(align=True)

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Temporary.")

    row = col.split(factor=0.25, align=True)
    row.prop(self, "activate_modes", toggle=True)
    row.label(text="Temporary.")

can you add some explanation? just posting code and a picture rarely make for good answers.


text:
Why material is not showing on some objects?
I'm doing simple houses and adding the materials to them. Added base material, and second one for the roof. On some houses, second material isn't showing unless I isolate the selected object.  As you can see, nodes are checked and faces are assigned to the materials. My file: https://workupload.com/file/FQ8g7gXuPH7

As you can see, you have overlapping meshes, just grab (L) and delete the bad mesh (or select all and press M > Merge by Distance):


text:
How to change camera view?
When I switch to camera view, the focus is on the middle of an object, and not the whole scene. Already tried:

to change focal length of the camera
change clipping settings
and the view is not locked

My file: https://workupload.com/file/cATrTgzcbYU

For the moment your camera is inside the ground so you won't see anything through it:

You need to move it, a convenient way to move a camera is to lock the camera to view, you'll be able to move in camera view as you move in your 3D scene (btw I prefer to enable the Preferences > Navigation > Orbit Around Selection, when you are in camera view it also makes things easier):

Also you need to increase the camera Clip End value, otherwise some parts will be invisible:


text:
Every selected mesh is always outlined orange
Every selected mesh (cube, sphere etc.) is always outlined orange. The problem seems to concern mesh objects only. since lights, cameras aren't impacted.
Thus I can't distinguish the last selected object anymore which usually is outlined yellow.
Tried default settings in blender 2.93 & 3.2 to no avail.

This is strange - Unfortunately I cannot re-create this problem, no matter what I try.

I can see that the last selected object is visible in the Outliner, so check Edit > Preferences

This defines the color of the Active Object

Thanks, apparently this only changes the bounding box center dot of the selection. At least in my case.


text:
How to set the origin before adding a mesh?
How can I set the origin to the end of a mesh before adding it?
For the moment I'm struggling with the overhead of calculating the center of each object's appropriate axis in order to get it properly located e.g. [{'coordinates': [100/2, 0, 0]}]. It would be much more understandable if I could just set the origin to e.g. Axis "X" and leave the coordinates as is.
import bpy
input_mwe = [{'coordinates': [0, 0, 0], 'scale': [100, 18, 18]}]

def create():
    for room in input_mwe:
        bpy.ops.mesh.primitive_cube_add(size=1, location=room["coordinates"], scale=room["scale"])

create()

What I want:

A somehow similar problem is discussed here

I think it can't. You may consider changing the origin of the object after adding it. or use bmesh to create object

Yeah bmesh would probably be the way to do it. Don't use object.primitive_cube_add operator and just do like `bpy.data.objects.new() and then add the actual vertices via bmesh.


text:
How to debug a freezing python script that seems having no bug at all?
I'm trying this answer approach, yet blender --python blender_server.py opens blender as blank (grey window, not even splash screen).
Pasting the script with Alt+P afterwords blender --factory-startup --verbose -1 freezes blender completely. Only killall blender stops blender. No errors at all.

Linux
Blender 3.10 or 2.93

blender_server.py:
# Script to run from blender:
#   blender --python blender_server.py

PORT = 8081
HOST = "localhost"
PATH_MAX = 4096

def execfile(filepath):
    import os
    global_namespace = {
        "__file__": filepath,
        "__name__": "__main__",
    }
    with open(filepath, 'rb') as file:
        exec(compile(file.read(), filepath, 'exec'), global_namespace)

def main():
    import socket

    serversocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
    serversocket.bind((HOST, PORT))
    serversocket.listen(1)

    print("Listening on %s:%s" % (HOST, PORT))
    while True:
        connection, address = serversocket.accept()
        buf = connection.recv(PATH_MAX)

        for filepath in buf.split(b'\x00'):
            if filepath:
                print("Executing:", filepath)
                try:
                    execfile(filepath)
                except:
                    import traceback
                    traceback.print_exc()

if __name__ == "__main__":
    main()

You have two joint components to a problem here. One is that you are not passing the -b flag first, so a window does open. The other is that the script has a loop in it that will hold blender indefinitely, so of course the window never responds.

Thank you. I don't want it in background hence no need for -b or --background