text:
How to Install extensions.blender.org addons to custom directory?
I want to know if there is a way to install the extensions.blender.org addons to a custom directory, because currently it installs to the %appdata% and that is highly inconvenient for me as I have to switch PC's at times. I am currently using blender 4.3
Looking forward to your reply.
Cheers.
Edit 1: I specifically want to retain the auto-update feature provided via the official extensions platform.

This question is similar to: How do I change the location where addons are saved? Windows Blender 4.0+. If you believe it’s different, please [edit] the question, make it clear how it’s different and/or how the answers on that question are not helpful for your problem.

https://docs.blender.org/manual/en/latest/advanced/deploying_blender.html#bundling-extensions might also be relevant.

@MartynasŽiemys the older thread only applies to legacy addons. My question is related specifically to addons installed from the official extensions platform of blender. I can install non blender.org extensions to a custom blender directory fine. If i try that with blender.org extensions, i lose the auto update option.

In Preferences > Get Extensions, open the Repositories Popup. Select the extensions.blender.org repository.
Open the Advanced panel, enable "Custom Directory", and set the path to your liking:


text:
Object in my Characer Rig is not getting animated during render
Can anyone help me to solve the issue where the 'Body' Object will not show the animation in the rendered view?

You can see the entire animation here
https://streamable.com/dwjxg7

Edit: The particular object in question has shape keys for mouth movement.

Please show the modifier panel for the mesh.  Focus on the armature modifier.  What is the name of the body mesh or meshes?  Body?

Is there a backup copy of the body (in a collection or a child) that is hidden in the viewport but enabled for render?

@atomicbezierslinger Name of the Object is 'Body'. Its a single Mesh. This is the modifer stack. It only has one modifier which is the armature https://imgur.com/a/loaahkW I have to mention that the 'Body' object has shape keys for mouth movement.

@Blunder I have rechecked the outliner there is no backup copy of the Object.

https://i.sstatic.net/Uvg7C.jpg
Please Enable the render button on the modifier.
This will fix your problem.

The little x in the button means .. do not use during render.  When enabled it will be blue like the other icons.  The render button may resemble a camera for some people. That button is meant to control use ✅render or not use for render.  Stray clicking or experimental clicking may have disabled the button
You supplied the image. I attempted to place it in this proposed answer and something failed at this site.

Thank you very much. I'm ashamed I didn't spot that. Cheers.

source: Stack Exchange

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

sort: votes


text:
Blender UI Screen Flashes on refreshing
Can anybody tell me why this occurs frequently or is it my system graphics card issue....I am a newbie and any fix would be appreciated..thanks

Looks a lot like a graphic card malfunction (probably VRAM related). Do you encounter similar glitches outside Blender ? Are you using the latest drivers ?

Update your graphics driver, verify that your GPU works properly in other software (e.g. GPU Benchmark) and check that your hardware fulfills the minimum requirements for running Blender 2.8x.

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


text:
Modelling technique, how is this workbench created
In this demo file from the test files from blender.org,(direct download here) There's a classroom benchmark, If I try to select a desk, automatically the plane gets selected, the desks are not being emmitted as particles, because the modifier stack is empty. The stuff is not parented as I can't select the desk at all. It's not something made selectable because, there no such indication in the outliner. So, I'm confused what is this technique and I'd like to learn about it.
Please spare some moment to download this small file and help me know what is this and how and why is this done?

It's a linked dupligroup.
Dupligroup
A Dupligroup means that the plane (it could as well be an Empty) generate a group instance at his position. You can verify that in Object/Duplication. It allows to manipulate easily the whole desk, despite it is composed of several different objects ; and it's memory efficient (in Blender's mind, there is only ONE desk).
Link (linked library)
In the outliner, you can see the list of the different groups available, by selecting "Groups" instead of "All Scenes". As you may notice, the "file with an arrow" next to the name of the group indicate it is a Link : it refers to a group that is in another file (in assets/desks.blend).
You can open desks.blend, and try modifiy something on the desk (ie, change one of the materials). Save desks.blend, then open (or re-open) classroom.blend : all the desks have been modified.
Why?
There is many advantages in this workflow. It allow easy reuse of assets, it's flexible, it allow one artist to work on the assets and an other on the scene...
It's also efficient because the group is loaded in memory only one time. And the size of each blend file is kept small, this is easier to work with many small files than with a big one.
How?
In myAsset.blend, create your asset as you would usually, with different objects, modifiers, etc. Once finished, select all your objects and press Crtl+G to add them to a new group. Give the group a meaningful name (in the outliner, or in Object/Group). Put your asset at the center of the scene (0,0,0) because that will be his Origin.
In myScene.blend, click File/Link, navigate to myAsset.blend/Groups/myGroup. Now you have an instance of the group in your scene, you can manipulate it like any object. To add another instance, just press Shift+A /Group Instance/myGroup.


text:
how can i see all layers when i render animation?
I have made my different object in different layers & trying to animate like object appear for few sec & again disappears & than other layers object appears & disappears.
but when i render it in object mode it show me same as i want. But when i animate it just show 1st layers & other layers object doesn't appears. how can i see all layers when i do render animation?

this is the image when i do render animation or render image

Suggest animating the objects hide_render property (Camera icon on outliner) Properties Renderlayers shows the layers that are rendered, this property cannot be animated.

If I'm not misunderstanding, I believe you want the Render Layers feature. It's in the second tab of the Properties editor
you can choose which layers are visible in the final render using the boxes on the left-hand side:

Without sphere's layer selected

With sphere's layer selected as well
that's the simplest use for it at least, there's a lot of useful things other than that as well


text:
PNG transparency shadow issue for graphics on a coffee mug
After finally figuring out how to apply a transparent PNG only to specific faces of a mesh, I spent forever trying to figure out why I was getting a shadow and finally realized it was because my coffee mug is hollow and a shadow is being cast on the inner wall of the mesh.
Is there a better way to add transparent graphics and logos to solid objects like this?  Ultimately, I want to be able to do this for cars and characters.  Thanks!

EDIT: I do not believe this is a duplicate of those other issues as my problem was a shadow casting onto the interior of a mesh due to the transparency.  I tried both of the solutions shown below and here are the results.  I believe the shrinkwrap mod is the best solution for me right now (thanks @masterj2001), but I will continue to tinker with the other solution (thanks @thibsert) to try to get rid of the lighter background, and I did try all the blending modes in the MixRGB node.

If I were you, I'd unwrap the same images onto a plane (use the same node setup as well), and then use a shinkwrap modifier on that plane to wrap it onto the mug. I'll get a detailed answer for you in a bit.

Start off by removing the images that you have added to the mug so that it just has the ceramic material on it.
Unwrap the images that you want to be put on the mug to a sperate plane (use the same node setup for the images as you have currently)
Go ahead and add a shrinkwrap modifier to the plane and set the target to be the mug.

Change the offset value to something like 0.001, 0.002 etc.
Currently, the image isn't appearing on the mugE, that's because it doesn't have enough geometry to wrap itself around the cylinder (mug). In order to fix this TAB into edit mode, press W and choose subdivide. You can then use the panel that appears in the bottom left-hand corner to change the number of subdivisions.

You then want to add a subdivision modifier to the plane and change the order of modifiers so that the subdivision modifier is at the top.

Finally, you'll want to add a crease to the exterior edges of the plane to keep its sharpness. Once again, TAB into edit mode, select the exterior edges and press SHIFT + E and drag your cursor outwards from the mesh. You should see near to the bottom left of the screen the strength of the crease, pull outwards until that value reads +1.000.

Hopefully, that will produce the result that you were looking for!

Thank you so much for taking the time to explain this solution in such detail!  I will try this when I get home!

Your node setup mixes two different materials, one solid, one transparent. What you want is a single material (ceramic) with a base color and your picture painted over it. Something like that :

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


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How can I set the material properties of a .wrl object exported from PyMol from inside Blender?
I am starting out with a simple scene involving an antibody in blender. The antibody has three separate segments, each represented as a separate object, each of which I want in a different color, as shown below in the 3D view.

I did this by setting up a simple material for each one using red, green, and blue. In the 3D view it looks fine. When rendered, they are all green. Why?
The protein model was exported from PyMol using a PDB file to generate the structure. From there it was exported to .wrl and imported into Blender using the PDB import plugin. In PyMol it is shown as being green. I have confirmed that the rendered color is set by the export from PyMol. How can the PyMol export settings be overridden from inside blender?

I suggest give Blender 2.8x a try, it's worth it and most likely fixes this issue.

But I've barely begun climbing the learning curve of 2.7x...


text:
Is there a way to set an angle between to edges?
I've seen that it was part of the MeshTools-AddOn long time ago.
I know that I have several ways to measure angles (through the "Overlay", the "MeasureIt-AddOn" or the default Measuring in Blender) but measuring is not setting the angle...
Can you help me?

Any update on your question? Were you able to figure this out?


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Blender 4.01. Coloured volumetric light through coloured glass
I want to achieve a result like this.

As said in the title I want to have my volumetrics coloured like the glass material which they pass through.
I've seen some old threads, but for some reason it doesnt work for me.
First picture is showing a hole , a white sunlight and a white volumetric.

Second picture adds the glass... And the volumetric lighting is gone.

Third picture is showing a white volumetric when I turn the shadows off for the glass.
But I want coloured volumetrics!

Also activating all kinds of shadow caustics doesn't change anything.
What am I doing wrong?

https://blender.stackexchange.com/questions/47851/how-can-i-make-a-more-realistic-glass-shader

Hello, this link covers a completely other topic.
In case I am missing something, please tell me a bit more specific.
Thanks! :)

It covers making glass with transparent shadows. Is that not what you are looking for?

Updated
I think you are trying to achieve an effect like a stained glass window casting light on a wall.
1)Make the mist volume cube enclose the entire scene and enable mist in render passes, as you have done.
2)Turn up a spotlight to a large intensity, for example 10,000. Dial it down afterwards.
3)It is useful to use a principled volume and lower the density and increase the Anistropy value.  The base color can be changed to white.

4)To get a color result- we can switch to Cycles.
5)In the window glass material, the effect is very amplified by plugging an image texture directly into a transparent BDSF node.  If the chain is image texture+transparentBDSF+material output, you will see the effect very strongly.

6)An additional suggestion: Add a solidify modifier to the window and see if this affects your scene.
Other Considerations

From there you can refine the glass material by adding a light path node as the moderator indicated, or a fresnel.

You can experiment with shadow caustics on both the light and the
objects, or light paths.

You can add geometry nodes set up on the volume, in order to split
the rays, and parent it to the light source.

The effect can be further exaggerated in compositing with "sunbeam"
effect, which can add to the detail as well.

Ah, thank you for this insightful answer.
I didn't know that I have to turn on shadows when using the transparent shader.


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Shadow Catcher is Lighter than Rest of Scene
In Blender 2.79b, I'm trying to render this motion tracked scene with a simple cube then a plane as a shadow catcher. But when I render it, the shadow catcher is invisible but seems to be brightening the area it is in. You can clearly see it with the bright square under the cube. I'm pretty new to Blender so all help is welcome.
I cannot figure out what's causing this.

The scene in 3D viewport:

Node tree:

Could you show your compositing nodetree?

Also make sure your 3D scene light vaguely matches the filmed video. Looks like it may be too brightly lit

@cegaton Film Transparency is enabled. Also, I haven't done any compositing through nodes to render the image over the video, I believe it is doing so because I have the video opened in the Motion Tracking view.

@cegaton Sorry, didn't realize there were nodes for it lol. Just updated the post with the node tree.

@cegaton Thank you so much! That seemed to fix the problem.

@cegaton Will do!

I came across this thread when searching for a solution to the same exact problem as the OP. I tried various fixes, included the "simplified" node set up mentioned above by cegaton. Nothing worked.
The node setup posted by bmanner is the same node setup I get when I use a shadow catcher plane in Blender 2.79b (Mac version). I'm a rank beginner with nodes, so reducing the three "inputs" down to the two shown in the fix was not working for me.
Through all the playing around, however, I did find a very simple fix. By checking the "clamp" checkbox in both of the "add" nodes, everything renders properly. The shadow catcher no longer brightens everything it touches. No other aspect of the scene seems to be affected in the render. No idea why or how this works, but it does.
I realize this is an old thread. Since I haven't seen this solution anywhere else, I figured this would be a good place to mention it. The OP's screen shot is attached, with the boxes noted. I hope this helps someone.


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Rotation gaps happened when blender model imported to Unity
Rotation gaps happened when exported blender models with Rotation 0 imported to Unity.
below image is thumb of 3D character after importing blender models into Unity.
We would like to keep Rotation 0 though import blender models into Unity.
How do we solve this issue?
BTW, when export model at blender, checked "-Z forward" "Y up" "Apply Transform" on blender.
In addition, tried below url (addon module), but not fixed.
https://answers.unity.com/questions/319802/rotation-when-importing-from-blender.html

Thanks

This isn't off by 90 so it's not because of the difference in XYZ axes. Bone rotations are compared to the rotation of the bone parent in the armature, not world space so the hierarchy matters in both software.

Hi. Thank you for your advise. Could you give me further advise for solving this issue?


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Problems with pie menus
I'm doing this pie menu to help me texturing without the T panel, I'm new in all that and i need some help:
Is there a way to split the right column in 2 or 3 or display it in horizontal?
every time I release the left button of the mouse the pie dissapear, is there a way to keep open the pie and close only when the key is released ? or only close the pie with the esc button ... ?
the color menu works in 2.79 and 2.8 but it doesn't display in 2.8
I would like to add the new brushes from the new T panel from blender 2.8 and the smooth stroke button, even if it has a shortcut that would be usefull to me, but I have no idea how

bl_info = {
    "name": "Pie_Quick_Color_Brush",
        "description": "Single line explaining what this script exactly does.",
    "author": "John Doe, Jane Doe",
    "version": (1, 0),
    "blender": (2, 65, 0),
    "location": "View3D > Add > Mesh",
    "warning": "", # used for warning icon and text in addons panel
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/My_Script",
    "tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
    "support": "COMMUNITY",
    "category": "Add Mesh"
    }

import bpy
from bpy.types import Menu

class VIEW3D_PIE_COLORS(Menu):

    bl_label = "Color Mode"
    bl_idname = "mesh.mypie"

    def draw(self, context):
        ts = context.tool_settings
        ups = ts.unified_paint_settings
        ptr = ups if ups.use_unified_color else ts.image_paint.brush
        toolsettings = context.tool_settings
        ipaint = toolsettings.image_paint

        pie = self.layout.menu_pie()
        pie.operator_enum("mesh.paint_mode", "type")
        box = pie.box()
        box.template_color_picker(ptr, "color", value_slider=True)

        box.template_palette(ts.image_paint, "palette", color=True)
        box = pie.box()

        box.operator("brush.curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
        box.operator("brush.curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
        box.operator("brush.curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
        box.operator("brush.curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
        box.operator("brush.curve_preset", icon='LINCURVE', text="").shape = 'LINE'
        box.operator("brush.curve_preset", icon='NOCURVE', text="").shape = 'MAX'

        box = pie.box()
        box.prop(ipaint, "use_symmetry_x", text="X", toggle=True)
        box.prop(ipaint, "use_symmetry_y", text="Y", toggle=True)
        box.prop(ipaint, "use_symmetry_z", text="Z", toggle=True)

def register():
    bpy.utils.register_class(VIEW3D_PIE_COLORS)

def unregister():

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_COLORS")

if __name__ == "__main__":
    register()

if you wanna try it, download the code, name it Pie_Quick_Color_Brush.py and install it just like all the addons, the script doesn't assign a hotkey so you have to do it manually, just add one in 3d View > Image Paint
identifier of operator : wm.call_menu_pie
name : mesh.mypie
I've find a solution for, is there a way to keep open the pie and close only when the key is released? and the color menu works in 2.79 and 2.8 but it doesn't display in 2.8, only works for the color selector and isn't exactly what I want, but works

bl_info = {
    "name": "Pie_Quick_Color_Brush",
        "description": "Single line explaining what this script exactly does.",
    "author": "John Doe, Jane Doe",
    "version": (1, 0),
    "blender": (2, 65, 0),
    "location": "View3D > Add > Mesh",
    "warning": "", # used for warning icon and text in addons panel
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/My_Script",
    "tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
    "support": "COMMUNITY",
    "category": "Add Mesh"
    }

import bpy
from bpy.types import Menu
# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)
class VIEW3D_PIE_COLORS(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Color Mode"
    bl_idname = "mesh.mypie"

    def draw(self, context):
        ts = context.tool_settings
        ups = ts.unified_paint_settings
        ptr = ups if ups.use_unified_color else ts.image_paint.brush
        toolsettings = context.tool_settings
        ipaint = toolsettings.image_paint

        pie = self.layout.menu_pie()
        pie.operator_enum("mesh.paint_mode", "type")
        box = pie.box()

        box.template_palette(ts.image_paint, "palette", color=True)
        box.prop(ptr, 'color')
        box = pie.box()

        box.operator("brush.curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
        box.operator("brush.curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
        box.operator("brush.curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
        box.operator("brush.curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
        box.operator("brush.curve_preset", icon='LINCURVE', text="").shape = 'LINE'
        box.operator("brush.curve_preset", icon='NOCURVE', text="").shape = 'MAX'

        box = pie.box()
        box.prop(ipaint, "use_symmetry_x", text="X", toggle=True)
        box.prop(ipaint, "use_symmetry_y", text="Y", toggle=True)
        box.prop(ipaint, "use_symmetry_z", text="Z", toggle=True)

def register():
    bpy.utils.register_class(VIEW3D_PIE_COLORS)

def unregister():

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_COLORS")

if __name__ == "__main__":
    register()

Firstly blender v2.80 is currently in early development and not everything is working, so leave that until it is ready for release.
We are not able to alter the behaviour of a pie menu, it will always go away after we click on an item like any menu is expected to do. To keep your things constantly visible you need to make a panel instead of a pie menu. A panel still offers a benefit as you can show just the items you want all in one place, you can even place it on the opposite side to the toolbar (although you can also make the toolbar switch sides).
You can have your addon assign a hotkey to your menu by setting the idname as wm.call_menu_pie and the name as mesh.mypie - which is the bl_idname of your menu class.
Pie menus use the same layout techniques as panels, to show items in a row, you ask for a row() from the layout.
box = pie.box()
row = box.row()
row.operator("brush.curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
row.operator("brush.curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
row.operator("brush.curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
row = box.row()
row.operator("brush.curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
row.operator("brush.curve_preset", icon='LINCURVE', text="").shape = 'LINE'
row.operator("brush.curve_preset", icon='NOCURVE', text="").shape = 'MAX'

To learn how the brushes menu is setup (and most other UI bits), right click on it and choose edit source to have the script open in blenders text editor and the cursor on the line used.
This menu is a little trickier than others, you need to have your pie menu a subclass of UnifiedPaintPanel.
import bpy
from bpy.types import Menu
from bl_ui.properties_paint_common import UnifiedPaintPanel

class VIEW3D_PIE_COLORS(Menu, UnifiedPaintPanel):

    bl_label = "Color Mode"
    bl_idname = "mesh.mypie"

Then in draw() add
settings = self.paint_settings(context)
box = pie.box()
box.template_ID_preview(settings, "brush", new="brush.add", rows=3, cols=8)

You could look at the grease pencil settings pie menu as an example of several layout techniques.

works great, ty 4 all


text:
Scuplting in z direction only
I'm following along with a blender guru tut in sculpt mode and as I use the sculpt tool it only seems to work in the z direction. When i sculpt on a horizontal face it works, but when I try on a vertical face it makes these weird divots that don't look right. https://youtu.be/GliQFJMVdY4

Found it! my scale was not reset to 1, 1, 1. Simply go to object mode, ctrl+A, and click "scale" to reset. nice..


text:
What kind of F-curve can be used for a perpetual elastic effect of clock second hand motion?
I'm trying to animate my clock second hand with an elastic F-curve to make it more snappy like a real hand. The thing is I'm not good at advanced math to figure out the equation for its curve, so either that I have to duplicate the first keyframe repeatedly and changing the rotation value for every second which will result in a lot of keyframes, or go learn advanced algebra to figure out the curve.
Basically I want a curve that looks something like this.

Every second, the second hand rotates 6 degrees, and the rotation should not be on a straight line with no easing, but go like this to make it look like it's affected by a little inertial bounce. Currently the only way I can do this is to make the first keyframe elastic, then duplicate it, move it 24 frames (1 second) to the left and up 6 degrees of rotation. But then I'll have to do that 900 times for 15 minutes of animation. So I'd appreciate if anyone can tell me if this curve is possible at all, and if it is, how to generate it with the Generator Modifier.
Edit: I've asked a couple of algebra people and they give this function which is very close to what I'm look for. The question now is whether it can be used in Blender.
Edit 2: Tavi Kohn has given me a much simpler answer that I was too stupid to realize. Thanks a lot. Consider this one done.

Overlooking an obscure feature of Blender is not the same as being stupid, this was an excellent question that I learned from too in answering ;)

It looks like you can do this with the "Cycles" curve modifier instead of the Generator modifier.
I did the exact same thing as you to get the elastic curve, but only added two keyframes, one on frame 0, and one on frame 30 (I tried this at 30fps). For the elastic settings, I used an amplitude of 0.1 and a period of 15 frames (1/2 framerate).
To use the Cycles curve modifier, I set it up with these settings:

Note that "Before" and "After" are set to "Repeat with Offset" instead of the  default "Repeat Motion" so they will keep ticking forward, instead of resetting back to the start position every cycle.
This is what the result looks like:

The rotation decreases so the object rotates clockwise, instead of counter-clockwise.
You don't have to use an elastic curve though if you don't want to. If you add keyframes in between the first and last, they will be included in the animation, allowing you to have a more custom ticking animation, like this:

Lastly, I would be sure to poke around with the Cycles modifier and see what you can do with stuff like the Restrict Frame Range options, so that you can stop the clock, or only use a specific region of frames. (Ex: if you want to animate it rewinding later, so that only the ticking part of the animation is repeated).

Oh! So that's how you repeat it properly, with the Repeat with Offset option! This is brilliant!


text:
Bevel (from Blender Guru Tutorial: Architectural Interior)
There is a problem:
https://youtu.be/p5q_P8WQegQ?t=29m5s he is adding a bevel and nothing change in my project. Any ideas why?
screen:

updated:
I tried to scale Remove Doubles and i tried corret object scale. And i still have the problem. If i uncheck Clamp Overlap then I got weird things. https://preview.ibb.co/kTWoMJ/2018_05_15_2.png

Without seeing your scene or setup we can't do much for you.

screen attached! this is not a reason to give - dude.

Not a reason to give what? "doing nothing" is not descriptive for people who want to help. Can you upload the file?

A very common issue is incorrect object scale. Try Ctrl+A/Scale

like Raipav1 Stated, we cannot do anything if we do not have any information on the model. What I can suggest you is to uncheck Clamp Overlap in the settings, if the bevel now works, there is a problem on your mesh. There can be a lot of problems, but one of the most common in this case are duplicates. To Solve this, Tab into edit mode, press W and then Remove Doubles.

Hello I tried to scale Remove Doubles and i tried corret object scale. And i still have the problem. If i uncheck Clamp Overlap then I got weird things. https://preview.ibb.co/kTWoMJ/2018_05_15_2.png


text:
Any strong consistent tutorials for beginners?
1st I hope this is the right place, because it's a little hard to find a place where you can ask simple question. Like there is no registration in blender forums and I don't know why.
2nd I have a question and I hope get good and informative answer to it.
So. Hi again. I was looking in google and youtube for good tutorials for beginner. I mean not "how to create a box" or "animate your box". I was looking some strong and new tutorials like "how to create animated girl" or "how to create a realistic weapon and texture it". But I didn't found anything good. I found only scattered tutorials without any explanations. Well "Blender Guru" I liked in youtube. But it's too little tutorials there. I'm ready to pay some money monthly like 10$ you know. And I saw I can pay it in blender clouds. I tried to find some free information in there where to start and etc. But I didn't found any consistent tutorials like what you can do when you create this girl or this weapon. Like in example "If you create a weapon not let's go animate it to shoot!" you know. So I wan't to ask should I spend money in blender clouds? Or you know better place? Any information from you practice would be most amazing thing in today for me! So thank you and waiting for answers in this place :). I hope this place is really good! :) BTW sorry for bad English!
EDIT: from some comments of you i found in resources blender101, is it right place would be? Because it cost a little.

https://blender.stackexchange.com/questions/15355/resources-for-blender

it depends what you would like to learn. You may be interested in https://cgcookie.com. Also there are some courses on udemy: https://www.udemy.com/courses/search/?q=blender. Lynda/pluralsight have resources on blender as well. But I suspect for most blender users, it is a mixture of picking up tips up from various youtube videos, blenderartists.org resources, articles from blendernation, and some paid/premium content.

so blender101 would be good place from what i found from links, right?


text:
How do I make a celtic knot?
I have no idea how I'm supposed to tackle this, I've tried making a three-point star but after that I had no idea how to continue since a celtic knot has rounded edges.

There are quite a few Celtic knots, could you find an illustration to insert into your question?

Oh, sorry about that!

This celtic knot is a 2D illustration that doesn't necessarily translate to a coherent 3D shape. See https://blender.stackexchange.com/questions/99355/how-to-create-a-ribbon-wrapped-sphere/99358#99358 and https://blender.stackexchange.com/questions/14822/how-can-i-create-a-mobius-ring/18954#18954

could you please draw a picture of what you would like in 3D from your 2D picture?

If you want a 3D knot, you could take a look at the shipped Mesh: Extra Objects add-on > Torus Knots, and ask again if you have trouble tweaking type 1 into the shape you want.

Your question is much too vague, how is your 2D shape supposed to be in 3D? I've tried a basic shape, tell me if that's what you want, I began with a half-circle as your knot is basically made with 3 half-circles:

Oh I'm really sorry for not really going into depth on how I would've liked it, but the way you did it really looks good. It's basically like yours so I am really thankful for your step-by-step guide.


text:
Mesh only shows in wireframe in Edit mode
My mesh only shows up as wireframe in Edit mode, no matter which mode I am in. If I am in solid view it just hides my mirror and stays wireframe. I've looked at other posts where the maximum draw type is set to wireframe, yet mine is set to textured so I really don't know why this is. As you can see, I've added three images of my mesh in three different views.

that's a weird issue.

Any idea of what it might be?

Posting screenshots/gifs/videos of the issue will be great to help you with it.

I think you have Hidden Wire activated in the Shading panel.

Thank you so much, this was my problem! I really have no idea how I might've toggled that.


text:
mach/shock diamonds in blender
I'm working on a jet in blender.
While thinking about the final scene, I wondered if there was a way to create schock diamonds(also known as Mach diamonds, Mach disks, Mach rings, donut tails or thrust diamonds) in blender.
Hopefully somebody can help, I haven't found anything online.

Wikipedia link on shock diamond

picture from wikipedia

picture from Tom Clancy's H.A.W.X
thanks for any tips.
tags: mach, schock, diamond, jet, exhaust, afterburner, engine, Physical phenomena
edit: added some pictures,

Still image or animation?

a still image will suffice for my project

Ok, I'll try to make an answer later that day.

so, nobody has any help?

well seems to be a dead question

The two pictures show different exhaust types. Have a look at this tutorial I think you should be able to adapt it to your needs https://www.blendernation.com/2018/06/10/tutorial-zooming-light-titles/

I can make a basic exhaust  with that, thanks. but I'm struggling with the exhaust pattern. best idea that I have is some sorta texture.

Some guy sort of cracked this for 2.8 and has been selling the diamonds for a while. They're rightfully proud of themselves. https://blendermarket.com/products/alien-propulsion-engines-and-exhausts--sci-fi-corridor

I had the same issue a while back.
First, this tutorial gave me the general idea on how to achieve a basic exaust
However, since you just need to make an image it should be easier

I came up with two ways to do it:
1. The fast way

Create a exhaust shaped cilinder (I used a cylinder, scaled down one face and welded it to an half sphere on the other end), a toroid and a small UV sphere.
Join the toroid and the sphere, then add an Array Modifier to them (or just duplicate them many times).
Play with the materials using the Emission Shader in the Volume socket of the Output Node (a Volume BSDF with 0 density and Emission turned on will do the trick as well): the toroids and spheres will have a simple orange color with some noise, the material of the main shape is shown in the next method

2. The long and (probably) better way
This method requires a bit of math knowledge, so be warned

create the main exhaust shape described before without the toroids and spheres
make this material

The fist color ramp (the purple/blu one) is creating the main exhuast material, the second is creating the rings. The main idea behind this material is to create cylinders in the exhaust shape that you will then use to model the entire thing.
It can be fairly complex if you don't like math or if you are not experienced with Blender, but with some tweaking the results will be awesome, and you can make it more versatile as well

As you can see, these are not complete ideas: it's 1 AM in the morning here so I don't have time to finish them now.
You still need to add some horizontal noise and the little balls in the second method, and you need to tweak the materials to make them look good (I just tryied to explain you the methods, I'm not doing it for you)

Don't panic!
Here you can download the .blend file ;P


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Remove unused uv space
I have several models with the same problem. Parts of the texture are not used and unnecessarily use up space.
Is there a methode to remove these spaces inside of Blender or is it better to adjust the textures in Photoshop?
(Baking gave unwanted results because of duplication if the objects are made real, or because of not being able to apply the scale when keeping them instanced.)

Hello, yes you need to do it in an image editor like Photoshop

Okay good to know, thank you moonboots!


text:
BlenderBIM (Bonsai) sloped wall
I am wondering if it's possible to have a wall elevated on one side?
Left (1) is a IFC wall made with BlenderBIM and on the right (2) a Blender cube with the form I want to achieve.
I know it is possible with a slab but in this case it has to be a wall.

This question is about a third-party addon, which has its own separate documentation here, and its own separate help community here. This question is not about Blender itself.

@TheLabCat Questions about third party addons have been considered on topic as outlined on https://blender.meta.stackexchange.com/questions/267/ and https://blender.meta.stackexchange.com/questions/3043 , though a case could be made for Bonsai. Since it is a considerably different workflow and scope running on top of Blender we may or may not want it here. I'd be inclined to accept questions about it, but I might be biased by my personal interest. We could open an interesting topic specifically about Bonsai on Meta to see what the community thinks if questions about it are controversial.

Thank you both I will keep it in mind next time!

I agree with Duarte, although I'm also biased since it's also my field of expertise and I participate in the Osarch community. Usually I redirect people to the OsArch channels but stackexchange has a really specific way to operate thats makes it way more efficient than parsing messages on regular forums, or reading some documentation.  Bonsai tends to attract tool-oriented people that will increase the value of this site's database in the long run. My 2 cents.

@DuarteFarrajotaRamos understood. I read through the questions, and I don’t think your bias has unfairly influenced your decision. Will keep them in mind for next time. Thanks!

Activate the BIM Wall tool
Add a wall
From the properties sidebar, under the Tool tab, press Add a Void
A new blue colored cube void will be added. Adjust its position as desired
Press Tab to enter edit mode.
Select the top vertex and adjust the position to make a slope as desired
Duplicate the top vertex and move them above if you desire a parallel slope on top
Press E to extrude them and create another body for the top slope. Make sure it covers the whole wall
Press Tab to exit Edit Mode
Select the void and then ⇧ Shift-select the wall by this order
Go to the Properties Window > Scene and under the  Geometry and Materials tab (the sphere icon) expand the Geometric Relationships > Voids panel
Press Add Opening

Alternatively, see Gorgeous's method, for a lighter weight solution that uses simple planes for bisecting the wall.

Amazing! That was precisely what I was looking for, thanks a lot for the detailed and to the point answer!

You can also use half plane clip objects which are a feature that are more obscure than regular voids in the IFC schema. Instead of using geometry to clip other geometry (think a boolean operation in Blender), here we use a plane and a direction (or normal) to slice some geometry.
1- Build a wall

2- Add a vanilla Blender plane object that will act as the slope. Duplicate it and move it along its local Z axis. Rotate the lower plane 180° along its Y or X axis to make it face downward.

3- Select one of the planes, then ⇧ Shift +  Left Click on the wall to select and activate it. Go into the Geometry and Materials tab, then expand the Booleans subpanel from the Geometry Relationships panel. Click on the + button. The wall is cut by the half plane clip solid.

4- Repeat with the other plane (I slightly modified the plane positions in the next image to better represent your goal)

Note this can also be achieved with a Boolean modifier in Blender set to exact mode and a plane object (or any planar geometry, see this reference). The geometry does need to cover the entirety of the bounding box of the cut object. Note this paragraph is not directly related to the answer but provides some background as to what happens and the difference with the other answer.

Ah I already wondered if it was also possible in such a way since I saw the boolean tab because of Duarte's answer. This is just as useful thank you! You guys are hero's :)

Nice, was wondering how to do this. Seems like a "cleaner" solution, than mucking about with that arbitrary boolean geometry

Yeah I prefer it, feels cleaner and less bloaty, and it doesn't break if you change the height of your wall since it's clipping evrything above the plane. But the UI / UX is not great at the moment unfortunately, it's a pretty niche and hidden feature.

From my limited understanding, this is actually what is used under the hood when you use the mittre and butt, when you extend walls to other walls, but I could not figure out how to do one from scratch


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Bevel sharp corners
When I bevel the corners of this object, they overlap each other.
Any suggestions how to prevent this?
Thanks in advance :)

Using bevel modifier with edge weight to prevent this?

Thanks for the answer. The bevel modifier works now, after separating the loose parts. But the modifier won't go further than a very small edge, because of the overlapping. I will attach the blendfile in the main question.

I don't need it myself anymore, but I think this is a solution for some! https://www.blendernation.com/2020/05/23/free-blender-add-on-straight-skeleton/

I am not sure but maybe try to apply the scale and then try to bevel again?
If it doesn't works try to select the edges in edge mode with Alt and Left Click and then try again.

Hi Mahmut, thanks for your suggestion. I've tried that, but sadly doesn't work. The addon I placed as an answer to my own question does work for this problem.

Oh, thanks for letting me know. I am happy that you solved your problem.


text:
How to make beveled 90 degree corners on a curve better?
I know the title is a mouthful, but this is the problem:
I made a curve with 90 degree corners, like so:

I then beveled it, and this was the result:

As you can imagine, this isn't very pretty. I'm looking for something like this:

How can I achieve this look?

It looks like you have your curve handle type set to Vector. Change it Align and it may solve your problem.

Try turning up the iterations, that should help.

No, the curve handle type does not fix this no matter what type.

First make sure your Bezier Curve type  is set to 2D (if you don't need a 3D curve that is), that will automatically reduce deformation on tight corners.
It is a known limitation of the current system and there is no way around it at time moment. This was planned to be improved as part of 2016 GSOC Bezier Curve Improvements, but never actually made it.
Secondly in edit mode make sure your Spline Type is set to Bezier, it seems to be set to Poly which doesn't allow curved segments.
Thirdly erase the corner vertex and, as Paul Gonet mentioned turn the two contiguous handles to Aligned. If you still need actual 3D curves this technique will also reduce deformation considerably.

Lastly if you need to bevel curves this frequently the Curve Fillet addon from the Blender Market may help and simplify things in the long run. Disclaimer: Its a commercial paid addon, I am not the author nor affiliated with it in any way, though I did purchase it and use it regularly

Thank you taking your time to answer. I ran into a problem right away, though: when I choose the "2D" option, my grid turns right is flattened in the X axis, not the Z axis, turning it into a stick... no matter how I change the orientation. Do you have any idea what causes this? thanks.

No matter! I simply jumped over this first step. Feel free to investigate on the issue, though. Again, thanks for taking the time to answer my question. Very appreciated!

When converting to a 2D curve the local Z axis coordinates are discarded, and only the local X and Y coordinates are kept. If you rotated your curve in object mode before this, and the local axis are no longer aligned with the global scene axis then your curve conversion may give unexpected results. Be sure to apply transforms (especially rotation) before converting to 2D

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


text:
I can't find the modify option

when i select my model i dont get a modifier thing to appear, i am very new to this. what am I doing wrong? (picture shows what im seeing in properties with my model selected)

If you could expand the 'outliner' at the top of that menu too in the screenshot, so we can see all objects in the project, that may help too. Are you sure the object is selected, did you try right clicking?  The only way I can replicate what you're seeing is by opening a file and clicking nothing.  Did you create the model or import it?

its an imported .fbx model, and there's the full image of everything.


text:
i cannot move lines vertices independent from other adjacent lines/vertices in my model
I have a simple model and want to move some edges/lines etc. on one axise. Unfortunately Blender moves not only the selected line/edge and those which are directly connected but also nearby parallel edges from loops cuts. Same happens when I try to bevel. i dont want this. what do i have to do to only move selected lines/edges/vertices? Thank you.

do you have the proportional editing mode enabled? (blue sphere icon on the horizontal menu bar on the bottom of the 3D View)


text:
Textures doesnt shown up with GLSL Shading
i have textured a modell and i wonder why when i change the shading option from multitexture to GLSL the textures will not shown up. what could be the reason for that?

And we all wonder HOW did you texture your model, which engine you used, materials setup, texturing method... please add details & images of your setup.

ok. i am using Blender v2.79. i have 3d view and uv image editor open. i select object in 3d view (viewport shading: texture)and unwarp it. then i open a png texture in the uv image editor and put the adjust size and position of the different faces and i see the result in the 3d view with multitexture shading on. when i change to GLSL the object become grey like the color of the standard material i think


text:
"I" hotkey for key frame in pose mode not working
Blender 2.8
I am not sure if I mishit a command or something.  But, the option menu for inserting keyframes such as location, rotation, etc do not appear when I hit "I" in pose mode.  However, hitting "I" in object mode works.
I have tried different blender files, and the same thing happen.
What gives?  How can I fix it?
thx
update May 29, 2020
Since nobody seems to know how to proceed.  I would like to share a blender file.  In this file, I try to hit "I" to insert keyframes in pose mode.  but the keyframes menu will not pop up.  How can I fix this?

PS. I reinstall the blender already.
(dont know if I m following the proper procedure on updating question here or not.  If not, let me know.  So I can rectify.  Thank you.)

have you selected a bone?

ya, I was animating my char.

It is working for me. You could reset your keymap. Keymaps persist over reinstalls.

I actually did restore factory setting to blender file and it works.. but I would like to try to change to 2.79 inputs.. but cant find an option to do it in user preference...


text:
"Bundled python" in command console after reinstall blender 2.8, and unusual console command shows up every time
Reinstall blender.  and "found bundled python" shows up every time.
Is something wrong?  If so, how can I fix it?
Thank you
edit1 added the unusual console command, something to do with rigging

Nothing wrong, a bundled python distribution comes with each Blender. This is normal. What is the unusual console command ?

Thank you for your help.  As for the unusual console, I ll add the pic into question for clarity.  Thx again.


text:
Do we need corrective shape for shoulder deformation when arm stretch?
I am having problem with shoulder deformation.  I understand that I can use corrective shape.  But, I wonder if we really need too. Any tip would be highly appreciated.
Thank you.

are you sure you can't improve the rigging weight on this part of your mesh?

I can improve to a certain extend with weight paint.  Still, it does not reach the "natural look".  So, I'm wondering if there is anyone who archieve good result without corrective shape.

I think you should try to improve the rigging and I'm not sure but I wonder if the topology is not part of the problem as well

possible... I may resolve to straw shoulder and arm lol. Would you have any topology and work?

could you please share your file (remove the non important part if you want)? I could test: https://blend-exchange.giantcowfilms.com/

I try using blend exchange but it keeps saying "error uploading"

it needs to be a blend file and once you've dropped the file you must put the address of this page in the dedicated field (Enter the URL...), then Upload

Yea~ I think I did those.  Still cant seem to get it to work.  I must be doing something wrong.  I will be looking for solution on the blend exchange.  It seems easy to use too.  I will use pasteall for now:  http://pasteall.org/blend/index.php?id=51665

I can't read your file, I don't know why

let me try again:  http://pasteall.org/blend/index.php?id=51666   ->> from this link.. i have to download 2 times before getting the mesh.   dont know what is up lol

ok it works now

Thx for your helps.

From my experience you would need quite a few additional bones to use only weights. Shapekeys are much easier to handle in this case.

there are some things I don't understand in your armature, why there are several overlaying bones, why their deform option is deactivated, also I would make a character with the arms horizontal (in T) so that you can easily move the arms up and down without too many mesh deformations, it would help a lot in my opinion, maybe avoid any shapekey works

There are hiden bones.  I hide them so the deformation is visible > Leander

I just testing separating the fk ik and deforming bones.  In regards to T poseture, I can also do that.  its just the original sketch has the hands down lol.  But your suggestion about T-pose base mesh make good sense.  Still, I am very interestd in a non-shapekey solution for the mesh as is.  thx.

Thx to Moonboots suggestion for T-pose, the issue has been resolved.  Thx man.  Please kindly advise any other tips that comes to mind.


text:
How do I create an enumproperty dropdown menu that shows up in Blender 2.8?
I'm trying to get my addon and its categories and dropdown menus to show up in blender 2.8 like this: Simple Asset Manager , but can't seem to get anything to show up, I updated some of the code which I haven't posted here to 2.8, and only the tab on the toolshelf shows, not the dropdown or the preview.
# Update

def update_category(self, context):
    enum_previews_from_directory_items(self, context)

# Drop Down Menu
class Categories(bpy.types.PropertyGroup):
    mode_options = [
        ("Basic_Elements", "Elements", '', 0),

        ]

    options = bpy.props.EnumProperty(
        items=mode_options,
        description="Select a Category",
        default="Basic_Elements",
        update=update_category
    )

# Generate Previews
def enum_previews_from_directory_items(self, context):

    category = context.scene.transitions_elements.options

    # Icons Directory
    directory = os.path.join(os.path.dirname(__file__), "Icons" + os.sep + category)

    # EnumProperty Callback
    enum_items = []

    if context is None:
        return enum_items

    wm = context.window_manager

    # Get the Preview Collection (defined in register func)
    pcoll = preview_collections["main"]

    if directory == pcoll.my_previews_dir:
        return pcoll.my_previews

    print("Scanning directory: %s" % directory)

    if directory and os.path.exists(directory):
        # Scan the Directory for PNG Files
        image_paths = []
        for fn in os.listdir(directory):
            if fn.lower().endswith(""):
                image_paths.append(fn)

        # For each image in the directory, load the thumb unless it has already been loaded
        for i, name in enumerate(image_paths):
            # Generate a Thumbnail Preview for a File.
            filepath = os.path.join(directory, name)

            if filepath in pcoll:
                enum_items.append((name, name, "", pcoll[filepath].icon_id, i))
            else:
                thumb = pcoll.load(filepath, filepath, 'IMAGE')
                enum_items.append((name, name, "", thumb.icon_id, i))

    pcoll.my_previews = enum_items
    pcoll.my_previews_dir = directory
    return pcoll.my_previews

#

#####################################################################

# Register
def register():

    global icons

    bpy.types.WindowManager.some_string = bpy.props.StringProperty(name="Enter Text")

    bpy.utils.register_module(__name__)

    WindowManager.my_previews_dir = StringProperty(
            name = "Folder Path",
            subtype = 'DIR_PATH',
            default = "")

    WindowManager.my_previews = EnumProperty(
            items = enum_previews_from_directory_items)

    pcoll = bpy.utils.previews.new()
    pcoll.my_previews_dir = ""
    pcoll.my_previews = ()

    preview_collections["main"] = pcoll
    bpy.types.Scene.transitions_elements = bpy.props.PointerProperty(type=Categories)

# Unregister
def unregister():
    bpy.utils.previews.remove(icons)
    del bpy.types.WindowManager.some_string
    del WindowManager.my_previews

    for pcoll in preview_collections.values():
        bpy.utils.previews.remove(pcoll)
    preview_collections.clear()

    bpy.utils.unregister_module(__name__)

    del bpy.types.Scene.transitions_elements

if __name__ == '__main__':
    register()

Hello and welcome to BSE! Could you edit your question to include the relevant portions of the page you linked to? Thank you, and I hope we get get this answered for you.

Thank you! I've edited my question based on your suggestion.

Hi. In future if you need to amend your question you can use the [edit] link below it, instead of asking it again.


text:
when rendering an image i get a white box

I am having an issue seeing my scene in the render view, every time I render a blank white box is rendered.
I created the model using the map addon and then added a hdr image for the surface of the background.
How can I get a rendered image?

Hello and welcome :). What are you trying to render? Could you please add an image of your workspace and viewport? Without that, it's just guessing.

Looks like it's rendering the default cube. Perhaps you've only hidden it in the viewport (eye icon restriction toggle in the outliner) and not in the render (camera icon)?


text:
Eevee fire and smoke issues
I have run into a problem, fire and smoke won't work, I have volumetric on in the render tab and you can see my fluid settings in the video.
I have tried cycles and fiddled the hell out of the render settings in EEVEE, I have done a ton of stuff to get it to work. When I make a new file to test fire and smoke  by itself it works sometimes but when I test in my main project file with my rocket, it never shows in rendered or viewport.
I've re-baked so many times. If you want my project file i can attach that.
I am hoping someone will be able to provide a solution that works.

What's your question? Is your question how to render fire and smoke using eevee? Or how to simulate the smoke properly. Also please explain what you've tried exactly. Might be a good idea providing a file.  Please take your time and read: https://blender.stackexchange.com/help/how-to-ask and I suggest to put a bit more effort into your question to get an answer. How this site works: https://blender.stackexchange.com/tour

So all I’m asking is how to fix the fluid simulation and smoke + fire. It doesn’t doesn’t show up in rendered or viewport. Watch the video I provided.

I switched it to replay and it worked! I am going to just do it in final mode as well because that works too. for some reason modular doesn't work.


text:
Is it possible to animate a fire emitter/domain combo using armature and weightpaint - and if it is, how do I do that?
I'm working on a school project, and one of the features of the project is a haunted armor with arms of fire.
In this iteration I decided to use a smoke physics object set to fire.
However, now I've noticed that the smoke domain has no faces and thus I can't tell how much weight I'm putting on it, and the emitter in the domain meant to make up the arm itself doesn't accept any sort of weight painting - no weights are altered regardless of how many times I click. For reference and context, the emitter is a part of a multi-object character parented to the same armature with empty groups - premade groups always bug out on me.
Am I doing something wrong or is this something that's impossible? And, assuming I can't weight paint a physics object without removing the physics, is there a way to save the physics and add it again after weight painting?
I'm just trying to animate the domain and emitter with the armature, but am unable to put any weights on either with weight paint. Without weights, predictably, the models do not move with the armature.
It seems to work for the most part. But now the arm overbends off the armature when posed, and I can't tell if it's due to the bone parenting or a side effect of parenting multiple objects into one armature.
For the parenting I used the parent to single bone method, except since the object (in this case, emitter) was encompassing six bones (bicep, elbow and forearm on both sides of the body) I parented the object into all three.

Do i understand it correctly that you want to use weight painting to define what parts of your objects are on fire?

So which methods are you using? Can you share the file?

Here we go, here's the file. The model in the file is exactly as the model was in the project after parenting the emitter to the arm bones, I figured this would be better than sifting through a larger file with multiple models and scenes.
https://mega.nz/#!ODRXVAxL!xe2_56JVFhG70y7JlDGzDrYLK13mStN2i3rnhSxOKtE

There are weights painted on the emitter. The reason why you were unable to see the weight painting on the emitter was the "Display as" is set to "Wire". To fix that select the "Emitter" object, go to the "Object"-tab and under "Viewport Display" change "Display as" to solid. Now you can see the painted weights.
The reason why the emitter move in a weird way is the fact that additionally to the weight paint you also parented the emitter directly to a bone. To fix that select the "Emitter" object and again in the "Object"-tab under "Relations" click the "x" next to parent.

Right, this worked wonders. Thank you.

Right, now I need some more help. I tried using the "parent to bone" method on the domain now that the emitter's in place, but the domain does not animate in any way. I can't make the domain larger, since that makes the flame act weird and grow too large, and I still can't do weight painting on the domain, as no face is visible between edges in any mode.

What do you mean by "the domain does not not animate"? Is it not following the bone or is it not deforming? Because it is not expected to deform.

It's neither moving nor deforming. By your note about domains not being expected to deform, I'd guess I'll have to split the domain into four parts and parent each to their respective emitter segment in pairs to simulate deforming...

When you parent an object directly to a bone it only follows the bone position and rotation but does not deform. For your project i'd suggest creating domain that is large enough to covers every possible arm position and then parenting it to the parent bone (the one that moves the entire character) of the armature. You can then activate "Adaptive  Domain" in the "Physics"-tab of the domain object. This way the domain automatically shrinks to minimal size.

Finally got a chance to try that out. Doesn't seem to work - either I turn on adaptive domain, in which case the domain disappears for most of the animation, and warbles without showing any flame, or i leave it off, in which case the domain rotates and moves as it should, but doesn't show any flame. I've parented the domain to the parent bone as an armature deform, as an object, as a bone relation, but no dice.

I see two ways to do that. You can either parent the domain directly to a single bone or use the "Child of" constraint.
Parent to a single bone
First select the Domain object object mode, then in pose mode select a parent bone of your character. Then press ctrl+p and select bone. Now the domain object moves with your parent bone.
Use a Child of constraint
In object mode select your domain object. Then in the properties panel go to the object constrains tab and add a new "Child of" constraint. Under "Target" select your armature and under "Bone" select the parent bone of your character. Click "set inverse" to reset the transformations. Now your domain object moves with your parent bone.
I'm not quite sure if this is recommended to do. As this will probably influence the simulation as the reference frame is moved. Not sure if this will cause problems.


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UV Mapping Rounded Objects & Baking

Long time 3dSmax.maya user, getting to grips of the great (and surprisingly free) Blender.. Going well so far, but now im completely stuck on a few things. - so would appreciate any insight on these things.

ok first up, is UV mapping. - im trying to texture a brick path that surrounds the model, its a huge circle basically, but the brick is 3 wide on the texture. - In 3D max Id UVmap to a spline path that would follow the curve, thus the texture would follow too. - there is not many options with UV stuff here, other than the basics. ive tried all sorts from unpack, to different map types. - but none yield the results I want.
The other question is a bit of a silly one.. but had me looking for hours!!
you map a floor for example. (actually shown above as it was that floor) - I set my UVs to how I want them, but kept within the bounds of the texture limit space. (as its going to UE4) so I cant stretch UVs. - but needed a quick way to tile textures so the scale is less or more, there was/is no way of doing this in 2.8 from what Ive seen, as all the help i got was from pre 2.8 and things are somewhat changed since.
Anwyay, the workaround WHILE very not ideal. is to add 2 nodes in the node engine, for UV and vector, this works fine, but when you are working with a complex set of textures alredy, and then need to preview textures on the fly, you have to go in an manually set this every time, and it takes lots of time to do, plus a lot of frustration!. - I would BE VERY happy for a "tile" option within the texture part of blender (why is there not one I dont know!) spoilt by other 3d programs I guess!.
Anwyay, ive been learning (still) learning... its been a challenge switching. but for good reason!. - Still lots to go through, but getting there day by day. and blender is actually really great!
Here is the 3D file.
blender File

thanks so much for the detailed answer.. sadly I think Im doing something wrong. - the results you have is what I want basically.
Ok here is what i did, just to be clear, I will repeat the steps I did.
Added seams similar to yours. but across the rest of the mesh (see pic)
The cross and center circle can be mapped normally, and moved thats not an issue. so mapped those first as you suggested.
The circle part on the outside, I selected a UV poly, Pressed U, and chose the follow quad, this did nothing. - To get this to work I had to select all faces, then the reults are what follows in the pic. - it sort of worked but in a very odd way!.
Please advise me where I went wrong. - and once again, thanks for your time.

Hi. Please only ask one question at a time. You are welcome to ask more than one question but as separate posts. Also, please make the title of the question descriptive of your issue.

In my example I marked all the red edges as "seams", then selected the cross only and pressed U - "project from view", then selected all the circle, selected one face as "active" (deselect then re-select one face) and pressed U "follow active quad". Moved and scaled the UV islands as I wanted, because the textures are automatically tiled outside their UV space.

For the second part of the question, a common workflow is to set the size of the texture scaling the UV outside the boundaries, then when satisfied with the result, create a new UV map optimized for export and bake all texures in a new image with the new UV map, so you can optimize your texture space.
After you've arranged your UV map, create a new one (properties window, vertex tab, plus button in the UVMaps panel (I called it Target UV), select all and press U project from view. Create a material with an emission shader controlled by the floor image with the first UV, create a second image node contgrolled by the Target UV, load a blank image of the desired dimension, have it selected in the node editor (even if it's not connected to anything), switch to Cycles Render and press Bake button with emission option. This will create a new image texture with a complete UV Mapping inside the boundaries.

Plus, enable the "Node wrangler" add-on in the preferences, so that you can select an image node in the node editor and press Ctrl T to quickly create the UV and mapping nodes.

Thanks again, trying this now, only differnce here is that Im using multiple textures on this section, and all textures are a complex shader, with 4 other images combined to make one total texture, (bump/AO/Height/Spec etc), so would I need to add all those to the emmisve texture node setup? - Also, where does it put the new tex map after its done? (saidd its completed here but no idea where its gone)

You'll have to bake all 4 textures, one after another. You can find your new texture in any image window, save it as Image in any folder you want (the saving is not automatic, if you save the file only, you will loose your bake).

im so lost right about now :( - I will upload the file here so you can take a look, and point me correctly. - lost as in " im only 2 days old" in terms of blender. so a lot of this is too overwhelming. and all I want to do is a basic thing :/ so sad really. - will upload the file to the first post.


text:
Curve fill is clipping from Illustrator SVG export
Can't figure out why the fill in this imported SVG "k" curve is clipping like this. Other letters in the same import are filling fine even with islands but two letters are clipping like this. Any idea why?

Possible duplicate of Extrude and bevel an imported svg curve

The answer ended up being that I needed to change the "decimal" input to a value of 1 in the SVG export options in Illustrator.


text:
Fluid Animation have dragged me through blood and sweat
I've been trying to animate fluid simulation from past 3 days, and i've failed. Sometimes inflow object didn't emit fluid, tho it was set correctly, sometimes fluid was  c o m p l e t y  ignoring my collision object. But today miracle happened and everything is working as expected, my particles instead of something that represent uv sphere are 2D squares(??) despite the resolution is set to 128.
Also my cup is dripping a bit (no it ain't bruised). I encountered Xylvier's guide (Jesus what a good man) I am trying to fill a bottle with Liquid that did not help me tho.
My beautiful squares:

And link to download whole project:
My Project on Google-Drive
Edit, now when i created new folder to export my blender file, squares transformed to giant uv balls.
Also, i don't know why it is laggy.
Every form of help really appreciated.

Suggestion.  Place a question with a question mark (?) in the space provided above.  A sample question might read as ... How do I get the liquid to fill the obstacle and have not pass through the obstacle?  The writing above reads more of tragedy than someone ready to listen to other ideas.  Leave the tragedies for the Meta portion.

Your domain should be the tightest fitting 3d-box around your animation that allows you to express your ideas.  Do not create unnecessary empty space in the fluid domain. Thin walls of obstacles will leak more.  Thicker walls will leak less.  Bake the Fluid Simulation.  128 is not necessarily a high number.  If this scene is not for a closeup compromises can be made.

I am not asking  for the hardware specs of your machine.  More CPU Power and RAM, and More GPU Power and GPU Memory the Better.  When you do not need to see the FS Fluid Simulation mesh turn off its visibility. FS produce surfaces made of cubes (voxels).  Know that to get a smoother FS you can increase the resolution and wait more time to bake.  You can also smooth the result later with modifiers. Nothing is for free.

Thank you, I don't know what "meta portion" is tho. If my fluid particles are made of vexels does it mean that it can't get any smaller? I don't get that, my cup is 10cm tall and one cube I like one third of it. What "FS" is?

Solution for Particle size:

Go in the domain cube and select the particle system that is generated in there (Liquid needs to be active in the domain for the particle system to show up!).
Find the Viewport Display Panel and change the Size to 0.001m instead of the 0.01m it was.

There seems to be something that sets the particle size back to 0.01m everytime. Did not happen in a new scene, but i do not know what settings or buttons where pressed in the run of creating the entire scene.

Solution for the cup:

Create a duplicate of the cup, you can call it "Simcup".
Remove all but the inner walls, also the subdivision surface modifier can be set to 2 for both, render and view. It's also a good idea to make the Simcup a child of the original cup, so it sticks to it.
Add a solidify modifier and set the thickness to 0.015m

To have the simcup not disturb the render and or viewport, go in the Object Properties and there to the Visibility and deactivate the "Show in Render", then in the Viewport Display deactivate "Shadow" and set Display As to "Bounds"

Now remove the Fluid simulation from the cup. The simcup on the other hand keeps it, as it was copied when you duplicated it.
The Sampling Substeps seem to be a good value with 5 and the Surface Thickness worked well with 0.01

Suggestion for the inflow:
The cylinder was to big and caused the cup to always be flooded and overfilled.
Adjusting it down a bit and reducing the time the inflow is open helps a lot.
And finally the domain, aside the fact that it can be scaled down (in edit mode please), you can change settings and try on Replay mode, for that it's best to set the time on 1 and then deactivate and reactivate the Fluid modifier visibility, seems to be a lot better then deleting the cache every time. Learned something new here too :)
One setting to consider is the Diffusion, where you can use the preset water.

After clicking on the "Water" entry you have to move your mouse out of the popup.
Also, make sure to set the Real World Size value to the right size.(I scaled the cube down and used the longest side Z)
If you want to start the liquid inflow at a certain time, you can save yourself a lot cache by starting the simulation at that time, though the keys for the inflow you had already set, i started at 1 for convenience while testing.
So try and test around until you are happy and once it's looking fine, you can increase the resolution for more details if needed, then switch the "Domain Cache" Type to Final and press Bake All.
Updated with little explanation:
The Domain in regards to liquid simulations takes the place of the liquid itself, but only for the time it is simulated as mesh. So if the simulation is running from frame 1 to 100 you must expect the domain cube to show up again from frame 101 onward. That problem can usually be solved by giving the simulation a bit more time to settle and then exchanging a still of the simulations last frame with the domain. The Object used for the inflow can be set invisible after the simulation is baked in mesh as the liquid will take it's place, except in case that the inflow is hidden anyway, like in a pipe or such.
Here two visual motivations:

Happy Blending

YES! After 3rd attempt i made it, it finally work. I don't know how you made it but thank you. Also could you explain me why the bounder is cube, but it is behaving like interior of the cup? And how did you make the cylinder vanish away when the inflow is closed?

If you mean the bounding box in the last gif, that is the simcup, set to show as bounds, while the real object is a copy of the interior of the cup with the outer side removed and then solidify used on it. The cylinder is set to invisible from the start, what you see there is the liquid inflow that then stops.


text:
Can i colour part of the same 3D text which was converted from 2D text. ( Convert mesh to curve )
I really need to know how to color part of the same 3D text which i converted from 2D text. ( i added the text and converted it to curve and now it is one big object)
I want to change A's and D's emission color but keep rest of it blue

2ND SS https://gyazo.com/c0b664b12e43b4c160ecff892ec24509

hello, if you want to give it different colors you need to convert it to mesh or keep it a curve but use some procedural trick in the Node editor, but you should give some precision on what you want to do exactly

What kind of procedural tricks?

put a gradient so only some parts are colored with some color, but again please describe what you want exactly, also do you have a reason to keep it a curve (but it can be interesting to solve it as a curve)

oh ok you want A and D to have a different color  ;)

https://drive.google.com/drive/folders/1vFSsCGBRy0JoxIpLCz6qug8RJF7CO1cY?usp=sharing
Can you open it?

Also dunno why, when im converting it back to mesh and want to asign material to part of the mesh in edit mode ( by marking it and clicking asign)  it changes whole object ( i mean these 3 words)

about your deleted question: you must have switched from Cycles to Eevee, not sure Displacement works with Eevee

Thank you so much <3 it is solution to question why my neons dont work :D

oh ok, could you please tell a bit more, were you able to give it 2 colors?

Yes i was able and i get the result what i want, thank you.

You could use a Gradient and a ColorRamp node to change the color along the curve. That said, I don't know how you can make the gradient follow the curve, someone may have an answer, here I kept the gradient horizontal.

And of course, you could convert your curve to mesh, in that case use a b&w mask as a factor in a Mix shader to go from a color to another one:

Convert your mesh to curve, unwrap it with the Smart UV Project mode.
Give it an Image Texture node. Paint it in black and white. It will be the mask that will separate your 2 colors.
Now organize your nodes, plug the b&w picture in the factor of your Mix shader.

Another solution would be to parent a straight mesh pipe to bones (maybe with a Spline IK constraint) then twist the bones the way you want (or the curve in the case of a Spline IK), the texture will follow.


text:
Colouring part of 3d text
I desperately need to find out how to colour or shade part of 3D text in blender 2.8. I want to change A's and D's colour
EDIT: It is text converted to mesh so this is ONE big object, and i cant ( i think) convert it back to 2d text becouse i lose progress. Also none of these soluttions works
EDIT: I cant change 2d text's colour as well ( i used mehtod shown linked below)

you'll find an answer here: https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh


text:
Can't use "Knife Project"
I tried to use the "Knife project" tool in order to shape a soda can ring but, even though I selected both the object supposed to cut and the object "to be cut", it only results in the message "No other selected objects found to use for projection", nothing else. What is causing this? How can I fix it? Thanks in advance.

Your shape seems closed, it looks like it can't work this way, so just open it:

Thank you for answering. How do I open an object? Sorry, i'm new to Blender.

select the object, go in Edit mode, select a face and delete it


text:
How do I make a herringbone pattern?
I'm trying to create a herringbone pattern that will wrap around a cylinder. I'm assuming that there's a way to do this using the brick texture node but I can't work out how to alternate and/or manipulate the rotation of bricks within the pattern itself?
Edit: The pattern is not the same as that than in the answer that I'm being told this is a duplicate of - that's not even close to the pattern I'm looking for. I'm looking for a herringbone pattern as in the example below, not just simple zig zags. Any actual help greatly appreciated!

It's almost the same, you just start with s sheared brick texture.

Not sure how to apply that example to my above question? Not looking to make alternating waves, looking to make the pattern almost exactly as above in the reference.

You apply the example by starting with sheared brick texture, the rest is the same. You shear the brick texture by adding together x and y mapping vectors and plugging that into y mapping texture input.

https://www.youtube.com/watch?v=PcIu2hIO4Og

It's called a chevron pattern, this post goes into more detail with a great solution: https://blender.stackexchange.com/questions/45167/how-to-create-a-procedural-chevron-like-texture-material

Does the duplicate answer not match due to the solid colours? Do you need the lines as in your original image?

Yes - I'm not looking to made zigzags as in the duplicate answer, I'm looking to make the pattern as in the example above, with the lines in between. Making alternating stripes is not what I'm looking to do - I want to know how to make the lines appear in between, that is the most important part.

I think you could use a texture map instead of a procedural map.
I made a seamless tile using your image.
You can play the dimensions using a mapping node.
See the image below:

cannot see why this was down voted twice without any comments. It certainly is not ideal to use a bitmap with fixed pixels but it is a route to completing what the poster wanted.


text:
How can I stretch a bone's tail to another bone or empty with a constraint?
A want the second bone's tail to stretch to the third's head.
I have tried to use the Stretch To constraint but then I would need the target to be at the tail at start.
Is there a way to force the tail position to the thirds head?

It's a bit confusing... The bone has only one position in pose mode, but in edit mode it has two positions (head and tail). So when using the stretch to constraint all it can do is to scale the bone. What I really want is to adjust the length of the bone but that attribute doesn't makes sens in pose mode.
The end goal of this is to create joins aligned to other objects and then Apply Pose As Rest Pose.
I'm starting to think it wasn't a good idea.
[Edit]
There is apparently no way of doing this using bone constraints only.
It could be done with an intermediate object constraint but it would be a complicated and not a useful solution.

Have you tried the Head/Tail Slider in the Bone Constraint Properties? It is right under the Target bone's name.

It seems to me that there is some confusion between pose mode and edit mode: if your end goal is to apply pose as rest pose, it means that you want to have your rig modified in edit mode: this is the same result as editing in edit mode: so go to edit mode, select the head of the third bone, press Shift S "cursor to selected", then select the tail of the second bone, press Shift S "Selection to cursor". Then you'll have to choose if the third bone is connected and parented to the second or not (by now they only share the same location in one joint): if you want that select the third, shift select the second, press Ctrl P and choose "connected".

There is no confusion over edit vs pose. The difference is just unintuitive for me. I wanted to use constraints to get my bones into place and then apply pose and remove the constraints. It's not uncommon to do this and it works well in Maya, but Maya uses Joints instead of bone which is a more primitive concept and also doesn't have a pose mode. Thank you for your answer.

The Stretch to Constraint has a Head/Tail Slider that allows target any point between the Head and Tail of the target bone.

If you want to align the positions perfectly, simply use the 3D-Cursor place it on the target head and then snap the other bone's tail to its position.

Thank you for your answer but I don't think you got my question quite right though. What I needed was to force the tail go to the head. I don't think there actually is a way to do this with constrains.

You are, I still do not get it. The constraint holder's tail does go to the head of the target bone. I think you need to word your question differently, other than that, I cannot see what other outcome you want to achieve.

What is there to not get? The tail should be at the position of the head... adjusting the Rest Length does not get the Tail to be att the precise position of the Head and is not automatically computed.

Put the 3D-Cursor on the head and snap the tail of the other bone to it, then.


text:
Is there a way to copy rotation beyond 180 degres with bone constraints?
Is there any way I can configure bone constrains to copy rotational values beyond 180? The bones "pops" to -180 when I reach 180. This is for a longer chain of bones that should be able to twist more than that.
I could solve this using drivers but I find constraints to be cleaner and easier to overview. Also using drivers to copy rotation from a controlling bone to a deforming is tedious.
Side note: In my investigations, I found out that there is an interesting side effect of using rotations outside the -180 - 180 range: Dual Quaternion cannot handle it. Dual Quaternion deformation is enabled using Preserve Volume on the Armature Modifier.

Here is a file with a minimal setup.
The Controller bone should control the 3-bone chain with Y local rotation.

maybe your problem is that you need to switch your bone rotation from Quaternion to Euler in the N panel?

No, I have tried that, the rotation seems to be copied in quaternion no matter what is used on the pose bones.

In Euler mode, if you enter the value in the N panel and create keyframes, it works. Or I miss something in your explanation and please be more precise

Added a minimal setup in a blend file.

When I rotate the controller 300° in the N panel with 2 keyframes, it rotates bones 06 and 07

yes, it rotates but the rotation constrains will only work with source rotation from -180 to 180 degres. You will see this behaviour when you rotate the controller outside that range as a "pop". It simply rotates the over way.

oh ok I see the problem now, I have to go so I hope someone will tell

Let us continue this discussion in chat.

I've noticed that same problem with IK chains.  It's pretty annoying

If you put the Influence at 1 it works, so the flip happens because of that, it comes back to its 0 position as soon as it reaches the value you've assigned, I guess the solution is the Transformation constraint as explained here but I'm still struggling: https://www.youtube.com/watch?v=RaOzY-vN7TY

The flip is there anyway but it's hidden because it's doing a full flip from 180 to -180.  Thank you for trying to help me.


text:
FK dubble knee joint controller circular dependency
I want to add a controller bone that is positioned by its parent bone witch is also constrained to it.
I know that this create a circular dependency but is there a way to get the controller to follow the lower bone without creating this circular dependency?
Since the controllers position is locked and not effected by input it should be possible for the position to be controlled by a constraint without creating a circular dependency.

[EDIT]
By disabling Inherit Rotation on the controlling bone I get a more stable result, and that makes sense. If I use Clear User Transform, it still doesn't reset as it should.


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Select Element in Outliner "File Mode" based on Object Name
I've added an EDIT at the Bottom.
I want to select the corresponding element in the "File View" Outliner Mode to the active Object in the scene context. Is this possible? I know its possible to select an item in the regular outliner, but i could not get it to work for the File Mode.

import bpy

active_object = bpy.context.active_object

if bpy.context.area.type!='OUTLINER':
    #If needed find the outliner area
    for area in bpy.context.screen.areas:
        if area.type == 'OUTLINER':
            areaOverride=area

with bpy.context.temp_override(area=areaOverride):

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

    bpy.ops.outliner.select_item(name=active_object, extend=True)

The Last line in this code example is what i'm sadly struggling with and not finding a solution as to how i would correctly set the item as active. Does anyone have an idea how a correct method would look like?
EDIT:
With the answer of Yaroslav i was enable to narrow down some options, the following code filters the outliner for the asset name (could be an object, library and many more) After the filtering the only step missing is to "activate" this single visible element and run the Relocate Operator. However, when "Toggling" the selection, every element gets selected, not just the visible one which results in the first linked path to be opened by the relocating operator - not the one we want. But, after the Relocating Window Popup, if the script is run again, it now uses the correct one. Is there maybe a selection/active update in the background after a window is closed?

asset_name = "American_hornbeam.blend"

if bpy.context.area.type!='OUTLINER':
    #If needed find the outliner area
    for area in bpy.context.screen.areas:
        if area.type == 'OUTLINER':
            areaOverride=area

with bpy.context.temp_override(area=areaOverride):

    bpy.context.space_data.display_mode = 'LIBRARIES'   ## switch Outliner to 'Blender File'
    bpy.context.space_data.use_filter_id_type = True   ## enable filter
    bpy.context.space_data.filter_id_type = 'OBJECT'   ## filter by type 'Object' / can be changed to Library as well
    bpy.context.space_data.filter_text = asset_name   ## search for the object's name, could be the path as well
    bpy.ops.outliner.select_all(action='DESELECT')
    bpy.ops.outliner.select_all(action='TOGGLE')
    bpy.ops.outliner.lib_operation(type='RELOCATE')

I could help you, but for now your additional questions are kind of cryptic. I need more details about what exactly you want to do next (after my script is executed), and what specifically are you planning to achieve (answer below my post - so I will be notified about your messages)

I've updated my answer. If my updated solution is ok for you – mark my post as "accepted"

According to the new information you've provided – I've enhanced the code's functionality.
(!) Note:
I've encountered a Blender's unexpected behavior. Because of that (as a workaround) there are two scripts. They should be kept separately and should be launched consequentially.
–––
The first script finds the active object in the Blend File – it's name is  "1 _find_in_outliner.py"
The second one relocates the linked library  – it's name  is "2_relocate_library.py"
HERE:

{1 _find_in_outliner.py} :
import bpy

active_object = bpy.context.active_object

outliner = [a for a in bpy.context.screen.areas if (a.type == 'OUTLINER')][0]

with bpy.context.temp_override(area=outliner):

    bpy.context.space_data.display_mode = 'LIBRARIES'   ## switch Outliner to 'Blender File'

    bpy.context.space_data.use_filter_id_type = True   ## enable filter

    bpy.context.space_data.filter_id_type = 'OBJECT'   ## filter by type 'Object'

    bpy.context.space_data.filter_text = active_object.name   ## search for the object's name

{2_relocate_library.py} :
import bpy

active_object = bpy.context.active_object

outliner = [a for a in bpy.context.screen.areas if (a.type == 'OUTLINER')][0]

with bpy.context.temp_override(area=outliner):

    bpy.ops.outliner.select_all(True)

    bpy.ops.outliner.lib_operation(type='RELOCATE')

Thank you! This is part of the way there to what i need i think. It's selecting something in the right context, smart using the filter! Do you think it would be possible to set the "owner" of the asset as active/selected? For linke objects it looks like this: https://imgur.com/a/3Een6oN I need to run an operator once the "parent" of the object is selected/active

So what i'm trying to do is add a button to the "Object">"Instancing" Panel that lets me relocate its source file. Usually we need to go to the outliner, switch to file mode, then right click on the path/file and click relocate. The bpy.ops.outliner.lib_operation(type='RELOCATE') needs to be run from the outliner context as far as i'm aware, it also uses the "active" element as to what gets its source relocated. Sorry if i was a bit cryptic, i'm learning so much here and couldn't really phrase it before.


text:
Store Pointer Property array/list
How can i store a array/list of Pointer Properties?!
I want every pointer to point to a object and get a specific pointer with an index or key.
import bpy

class customPropertiesGroup(bpy.types.PropertyGroup):
    objects = bpy.props.PointerProperty(type=bpy.types.Object)
bpy.utils.register_class(customPropertiesGroup)

bpy.types.Object.customList = bpy.props.CollectionProperty(type=customPropertiesGroup)

ob = bpy.context.active_object.customList.add().name = 'ob_01'
ob = bpy.context.selected_objects[1].copy()

is how can i access ob_01 and does ob_01 actually store a copy of selected object [1]?

Python does not use pointers the way C does. http://qa.geeksforgeeks.org/1540/qa.geeksforgeeks.org/1540/does-python-support-pointers-like-c.html

@JustinHelps sure but im talking about https://docs.blender.org/api/blender2.8/bpy.types.PointerProperty.html they exist and i want a array of these props that is unique to every object when i make a array of the pointerprops and store them in a object they are shared between all objects

Okay, I'm not exactly sure what you're trying to do. Could you add some code that you would think should work but doesn't?

@JustinHelps my current workaround is that i create new objects and just dont add them to the scene/renderlayer/collection so that they remain hidden, they all have a index prop and when i want to access one object i loop trough all objects that have a pointer prop if that equals to the active object i check their index props if that index prop is what i want then i have my reference to the object  that i want to access having a single array/list variable would be much cleaner but if thats not possible i will just use my messy system

Can add methods to the propertygroup definition
Something that is very handy IMO is the ability to add methods to the property group.
Here I've added copy to make a copy of itself to the collection, and add to add an object to the collection. In both cases the object name is used as the collection item name.
Remember that 2.8 uses annotations for properties.
import bpy

class ObjectCopy(bpy.types.PropertyGroup):
    object: bpy.props.PointerProperty(type=bpy.types.Object)

    def copy(self):
        self.object = self.id_data.copy()
        self.name = self.object.name
        return self.object

    def add(self, ob):
        self.object = ob
        self.name = ob.name
        return self.object

def register():
    bpy.utils.register_class(ObjectCopy)
    bpy.types.Object.copies = bpy.props.CollectionProperty(type=ObjectCopy)

def unregister():
    bpy.utils.unregister_class(ObjectCopy)
    del(bpy.types.Object.copies)

if __name__ == "__main__":
    register()

Some testing in the python console.
>>> C.object.copies.clear()
>>> for o in C.selected_objects:
...     C.object.copies.add().add(o)
...
bpy.data.objects['Cube.002']
bpy.data.objects['Cube.001']
bpy.data.objects['Cube']

>>> C.object.copies.add().copy()
bpy.data.objects['Cube.005']

>>> C.object.copies['Cube'].object
bpy.data.objects['Cube']

nice thank you is there a way to store only bpy.context.active_object.data or modifiers?

For data could add pointers for each case, eg mesh, armature.  Possibly easiest to do both on an object level. Save a dummy object, and hence it's data and any added modifiers.

You are actually pretty close.
class CustomProp(bpy.types.PropertyGroup):
    id: bpy.props.IntProperty()
    object: bpy.props.PointerProperty(
        name="Object",
        type=bpy.types.Object,
    )

bpy.types.Scene.custom = bpy.props.CollectionProperty(type=CustomProp)

Adding objects:
scn = bpy.context.scene
item = scn.custom.add()
item.id = len(scn.custom)
item.object = bpy.data.objects.new(name="My Object", object_data=C.object.data)
item.name = item.object.name

i get this error: TypeError: bpy_struct.new(type): expected a single argument, im using 2.80 0bbff8a71138


text:
Change Operator Adjust Menu
I made a small operator which lets you change the ui_type.

The question is how can I change this menu, not only the layout but also the spawn position? I want it to behave the same way when you click the adjust last operation operator.
import bpy

class SM_change_area_type(bpy.types.Operator):

    bl_idname = 'sop.sm_change_area_type'
    bl_label = "S.Menu Change Area Type"
    bl_description = 'best description ever'
    bl_options = {'REGISTER', 'UNDO'}

    areas = [
        ("VIEW_3D","View 3D",""),
        ("VIEW","Image Editor",""),
        ("UV","UV Editor",""),

    ]
    #ShaderNodeTree, CompositorNodeTree, TextureNodeTree
    type_enum: bpy.props.EnumProperty(name="Areas", items=areas)
    chose_from_list: bpy.props.BoolProperty(name="Chose area Type:", default=True)
    a_type: bpy.props.StringProperty(name="Change area to:", default='UV')
    test: bpy.props.StringProperty(name="test:")

    def execute(self, context):
        context = bpy.context
        area = context.area

        # check if True: get area type from enum else: get area type from string (string has to be set)
        if self.chose_from_list is True:
            self.a_type = self.type_enum
            self.test = area.ui_type
            if self.a_type == "":
                self.report({'ERROR'}, "'a_type' Not Set Operator Cancelled")
                return {'CANCELLED'}
            else:
                area.ui_type = self.a_type
        else:
            if self.a_type == "":
                self.report({'ERROR'}, "'a_type' Not Set Operator Cancelled")
                return {'CANCELLED'}
            else:
                area.ui_type = self.a_type

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

I guess what you want is a property confirm dialog. You basically just have to add a new 'invoke' and a 'draw' method. Note that I removed == (python strings can be "falsy") as well as bad references like bpy.context in your 'execute' method.
import bpy
from bpy.types import Operator

class WM_OT_my_popup(Operator):
    bl_idname = "custom.my_popup"
    bl_label = "Area Operator"
    bl_options = {'REGISTER'}

    areas = [
        ("VIEW_3D","View 3D",""),
        ("VIEW","Image Editor",""),
        ("UV","UV Editor","")]

    my_enum: bpy.props.EnumProperty(name="Areas", items=areas)
    my_bool: bpy.props.BoolProperty(name="Chose area Type", default=True)
    my_type: bpy.props.StringProperty(name="Change area to", default='UV')

    def execute(self, context):
        area = context.area
        if self.my_bool:
            self.my_type = self.my_enum

            if not self.my_type:
                self.report({'ERROR'}, "")
                return {'CANCELLED'}
            else:
                area.ui_type = self.my_type
        else:
            if not self.my_type:
                self.report({'ERROR'}, "")
                return {'CANCELLED'}
            else:
                area.ui_type = self.my_type

        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self, width=400)

    def check(self, context):
        return True

    def draw(self, context):
        scn = context.scene
        layout = self.layout
        row = layout.row().prop(self, "my_enum")
        row = layout.row()
        row.prop(self, "my_bool")
        row.prop(self, "my_type")

classes = (
    WM_OT_my_popup,
)

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.custom.my_popup('INVOKE_DEFAULT')

Tip: Blender enforces naming conventions as of 2.8x:

The class name convention is: UPPER_CASE_{SEPARATOR}_mixed_case, in the case of a menu the regular expression is:
   [A-Z][A-Z0-9_]*MT[A-Za-z0-9_]+

Related:

How to call a confirmation dialog box?
What do operator methods do? (poll, invoke, execute, draw & modal)