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Camera shows gray screen
Recently I was working on creating an animation in Cycles Render, and my camera started showing only gray when I switched from the Camera View (by toggling 0) to the User Perspective. Similarly, if I try to move orthographically within the Camera View it shows only gray; here the location numbers become enormous (again, not sure why) but this doesn't occur in the User Perspective and it remains gray.  I tried to find a solution to this on the site, but the common problem and solution seems to be with clipping distance, and mine seems to be large enough. I think I toggled something by accident, but I can't determine what. The screenshots are of the different views.

It looks from your second screenshot like your camera is too far away to be included in the clipping distance. There is a huge difference in camera location between the two screenshots.

I tried taking a look at the distance to see if I could resolve it, but now the gray screen appears with the same distance numbers as the correct version.  I added another screenshot to show this

ok so I've played around some more and the same thing happens through all the layers, if that's a clue.  I tried locking the Location and Rotation, and the problem appears to be with the Location.  In the Camera View, I can lock the Rotation and then when I zoom in or out the Location shifts to numbers in the hundreds of millions.  However, I have not discovered anything else with regards to the User Perspective

can you post your blend file?

It looks like you have some keyframes which are moving the really far away from the scene, requiring an insanely huge end clip value..

I tried Shift - C and after switching to User Ortho, everything has returned to normal.  So, I'm not sure what went wrong but at least now it's fixed.  Thanks so much for all your input!

You have to right click on Layout of your project and click Delete.
And if you want back your layout click on + button and general and layout
And your problem is solved
I think it is a glitch with that layout so you have to delete it and create another.

This worked for me on 3.4.1

From your snapshots it looks like your camera shifted a very long distance, try to adjust the camera location or the camera clipping.


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How can I make an NLA strip longer to fit more keyframes?
I made an animation and dropped it as an NLA strip - now I'd like to tweak that strip to add more keyframes and make the strip longer.
I thought that the Extend (E key) function does that - but no it only stretches the strip. I don't want to scale the strip, because then I'd have to scale down the keyframes to actually fit more of them in my strip - and I can easily break the animation timing while attempting this.
How can I make an NLA strip longer to fit the extra keyframes?

Open the NLA editor
Select the strip you want to make longer
Open the properties panel with the N key
Go to the Action Strip tab
Enable the Sync Length checkbox - this will make the strip longer if you tweak it, making the underlying action longer.

An NLA strip has a set of 6 properties that are mathematically interrelated.  I think there are basically five degrees of freedom.

Action Extents determines what subset of the base action is sampled for the NLA.  Keyframes outside those boundaries aren't used.
Scale can be used to slow down or speed up the strip.
Repeat lets you loop things if you want.
The Strip Extents at the top determine where in the timeline of the animation the strip exists.
If you were not using the Sync Length option suggested by Unfa, then you could alter the Action Extents > End Frame to include the new keyframes you create.  Blender will update the Strip Extents when you alter the end frame.

source: Stack Exchange

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

sort: votes


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Animate Instance Points on a curve in a Loop (geo-nodes)
Is there a way to animate instance points on a curve in a loop in geometry nodes? I have a curve object on which I want the instanced objects to slide along, without creating a gap after them. The offset between the instanced objects should stay constant.

You can sample the curve's  0-1 Curve Parameter on its Points domain. Then a function of it is available to a Set Position on the points the curve has been converted to.
To get the loop, the Curve Parameter is offset, and Wrapped back to the 0-1 range. The position of that modified parameter is sampled back off the curve:

Once the points are offset down the curve, a collection of objects can be instanced on them. The offset can be exposed in the GN modifier, and keyframed.

Thank you this helped a lot! Now I am struggeling in a different project, with a similar problem. I would really appreciate if you have any ideas on it. https://blender.stackexchange.com/questions/250809/animate-instance-points-in-a-loop-on-a-surface-geo-nodes

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


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export mixed NLA editor data
Is it possible to convert/export the mixed NLA tracks into a single animation?
For example if I manipulate motion capture data, to give the manipulated motion data out as a single animation?

you can bake several NLA strips and it will give you one unique action, but there will be one keyframe per frame

since motion capture data usuallly has a keyframe per frame, thats not a problem. thank you very much! do you have a good tutorial on it?

It should work this way: Select the armature in Object mode, in the NLA select the different strips that you want to merge, in the 3D view > Object > Animation, click on Bake, in the pop-up panel disable Only Selected Bones (if you want to bake all the bones), choose Bake Data > Pose instead of Object, click on OK. A new action should be created that you can push down into the NLA.

Great, thank you!!

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


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make rigid body end in a certain position
Is it possible to end a rigid body sim in a specific pose? I am trying to let a burger patty fall on a bun, but it does not want to reach the place where it belongs haha

you could bake the physics, then create a keyframe so that it ends up where you want?

i will try to, thanks

You could:

Bake your physics to keyframes (header menu > Object > Rigid Body > Bake to Keyframes), parent the object to an empty, move the empty so that at the end it falls exactly where you want:

Or bake the physics, then add a keyframe at the end to place it exactly where you want


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Why is my object greyed out in the UV Editing Tab?
so I started using Blender yesterday and made some objects.
But now I accidentally pressed a shortcut I think and my objects are all greyed out in the UV Editing Tab.
Greyed out Object:

In The Shading Tab it still shows the color of the object:

Does someon know what I pressed or what I changed that the objects are now greyed out in the UV Editing Tab?
I tried to use Strg + z to revert it but it didnt work.

UV editing tab uses Solid Preview Mode by default (Shading Tab uses Material Preview). Either press Z when the mouse is in the 3D viewport and select material preview or rendered from the pie menu that appears, or choose it from the 4 little circles in the top right of the viewport (the 2 farthest to the right are "material preview" and "rendered", respectively). My guess is you pressed Shift+Z (wireframe toggle) by mistake.

Thank you so much! Thats exactly what I was looking for! :)

The 3D view is currently in wireframe mode (1). Click on the white globe (2) to select solid view or press Z and select Solid from the Pie menu.


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how to automate the render save in blender with python
hi guys i want to render a body in blender from all sides. i wrote a code where the camera rotates around a body in steps and renders one image each time. but i don't know how to make the code change the name of the file. so that each photo has a different name, because the program always overwrites the photos.
import bpy

#Kamera erstellen
def camera_add():
    bpy.ops.object.camera_add(location=(0, 10, 0),  scale=(1, 1, 1))
    bpy.context.object.rotation_euler[0] = -1.5708
    bpy.context.object.rotation_euler[1] = 3.14159

camera_add()

#Objekt (CUBE) erstellen
def körper_plazieren(x,y):
    bpy.ops.mesh.primitive_cube_add()
    bpy.context.object.location[0] = x

körper_plazieren(0,1)

# Rotation mit rendern
i=0
for i in range(5):
    bpy.context.object.location[0] = 0
    bpy.data.scenes[0].render.filepath =  '...Desktop/Blender/testnew'
    bpy.ops.render.render(write_still=True)
    bpy.context.object.rotation_euler[0] = i * 1.5708

i want it to render images by eachrotation, but save the image with different names each , so it dont overwrite the images.

I think you can just replace
bpy.data.scenes[0].render.filepath =  '...Desktop/Blender/testnew'
with
bpy.data.scenes[0].render.filepath =  f"...Desktop/Blender/testnew{i}"
or something similar to this.

Why not just animate the camera about the body, and render an image sequence?

I'd suggest, create all cameras in the first place, then render. Also see: https://blender.stackexchange.com/questions/8850/how-to-take-images-with-multiple-cameras-with-script, https://blender.stackexchange.com/questions/8850/how-to-take-images-with-multiple-cameras-with-script and there is more... e.g. alternatively you can also create markers: https://blender.stackexchange.com/questions/23121/is-it-possible-to-set-the-output-name-based-on-the-current-timeline-marker/23145#23145


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Mesh can`t partially be edited after joining objects
So I have this Model I made and I joined a few parts with shared materials together, and now I simply can not edit the faces / verts / edges on the joined parts at all anymore.
The weird thing is, if I unhide everything, the verts show up again and can be manipulated, but that only lasts until I swap out to object or any other mode and then they are "hidden" again.
The frustrating part here is that I can not weightpaint at all, since I can not select anything after leaving edit mode - only the verts and faces of the other half of those joined objects can be used as it would be expected...
I tried a bunch of things, like checking if shapekeys have anything to do with this, I tried copying or duplicating the faces, or the entire object - the result is always the very same face-groups not working properly... did I "lock" them somehow? I'm completely lost here...

I think it's a bug, as you've seen it can be fixed by pressing Alt H, maybe use another Blender version, or reimport the object?

tried that too... literally anything i do with the existing object - like duplicating, reimporting, disecting and rejoining - nothing seems to change this weird effect.
if i copy the faces, then the new copies ahve the same weird properties, too.
but Alt H doesnt work outside of Edit Mode - so I still can not weight paint those areas, even if I select them before switching modes, they will be unselected automatically...

The problem was noticed but I thought it was fixed in the latest versions

well... xD
was there a known fix or workaround?

could you please share your object (at least a part of it)? https://pasteall.org/blend/

ya sure...  how exactly do i even do that? xD

upload the file, and copy paste the URL it will give you

https://drive.google.com/file/d/17eOju35H1ZDnzhw-Z0_WFO_-YgoNu0kz/view?usp=sharing

everything works fine here, have you tried with the latest Blender version? Or exporting as an .fbx and reimporting, etc?

yes i just isntalled the latest version and now it works - i really had 2.90 and wasnt aware of it <.<
i feel like an idiot ...
thank you for your time >.<

no problem, you couldn't guess that it was a bug  ;)


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Blender 2.93.2 @ Ubuntu 18.04 crashes while rendering with Cycles on a headless server
I'm running Blender 2.93.2 on Ubuntu 18.04 (this script of mine https://gist.github.com/vadimkantorov/eb53ce740cb80c12444079875facff85)
It uses Cycles. I found this thread https://devtalk.blender.org/t/blender-2-8-unable-to-open-a-display-by-the-rendering-on-the-background-eevee/1436 that suggests that headless rendering is not supported with Eevee, but maybe it may work with Cycles.
Are there any workarounds you could recommend? Would disabling GPUs help?
DISPLAY=0.0 ./blender/blender-2.93.2-linux-x64/blender -noaudio --background --python meshrcnn_overlay_mesh.py -- --object-path meshrcnn/output_demo/room3/0_mesh_sofa_1.000.obj --background-path meshrcnn/output_demo/room3/0_mask_sofa_1.000.png

Blender 2.93.2 (hash 1eb06de2607a built 2021-08-04 00:16:44)
(  0.0000 sec |   0.0000 sec) Importing OBJ 'meshrcnn/output_demo/room3/0_mesh_sofa_1.000.obj'...
  (  0.0004 sec |   0.0004 sec) Parsing OBJ file...
    (  0.0331 sec |   0.0326 sec) Done, loading materials and images...
    (  0.0345 sec |   0.0340 sec) Done, building geometries (verts:2876 faces:5752 materials: 1 smoothgroups:0) ...
    (  0.0559 sec |   0.0555 sec) Done.
  (  0.0560 sec |   0.0559 sec) Finished importing: 'meshrcnn/output_demo/room3/0_mesh_sofa_1.000.obj'
Progress: 100.00%

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The following devices will be used for path tracing:
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- Intel Xeon Silver 4114 CPU @ 2.20GHz
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
- GeForce RTX 2080 Ti
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Fra:1 Mem:15.83M (Peak 27.23M) | Time:00:01.99 | Remaining:00:00.00 | Mem:2.23M, Peak:2.23M | Scene, View Layer | Rendered 35/40 Tiles
Fra:1 Mem:15.70M (Peak 27.23M) | Time:00:01.99 | Remaining:00:00.00 | Mem:2.23M, Peak:2.23M | Scene, View Layer | Rendered 36/40 Tiles
Fra:1 Mem:15.57M (Peak 27.23M) | Time:00:02.00 | Remaining:00:00.00 | Mem:2.23M, Peak:2.23M | Scene, View Layer | Rendered 37/40 Tiles
Fra:1 Mem:15.45M (Peak 27.23M) | Time:00:02.00 | Remaining:00:00.00 | Mem:2.23M, Peak:2.23M | Scene, View Layer | Rendered 38/40 Tiles
Fra:1 Mem:15.32M (Peak 27.23M) | Time:00:02.00 | Mem:2.23M, Peak:2.23M | Scene, View Layer | Rendered 39/40 Tiles
Fra:1 Mem:15.19M (Peak 27.23M) | Time:00:02.00 | Mem:2.23M, Peak:2.23M | Scene, View Layer | Rendered 40/40 Tiles
Fra:1 Mem:15.19M (Peak 27.23M) | Time:00:02.00 | Mem:2.23M, Peak:2.23M | Scene, View Layer | Finished
Unable to open a display
Aborted (core dumped)

If I add --render-frame 1, blender hangs at startup

OTOH, running this https://github.com/yuki-koyama/blender-cli-rendering/blob/master/01_cube.py works

Blender Cycles does not support headless rendering when using Grease Pencil :( c.f. https://developer.blender.org/T75952


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My modifiers icon disappeared
I am using Blender version 2.81a, my Modifiers icon (the little wrench) disappeared on my tab. How do I get it back?

Hello and welcome :). Some objects cannot have modifiers on them (lights, instances). Are you sure you have a mesh object selected?

Some objects cannot have Modifiers on them (lights, empties, instances).
When such objects are selected, the Modifier Tab (little wrench) just isn't shown.


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Setup two entirely different shaders for every object, and render 2 images?
I am trying to use blender to generate training data for a machine learning algorithm.  As such, I need to render a given scene twice, the first time generating an actual image, and the second time generating an "instance" map (where each object is simply a uniform color).
Rendering the RGB image comes out perfectly, and via the example shown here, I am able to generate an instance map exactly as I want.  However, I can currently only do that by manually rewiring the shading nodes from the RGB setup, to the emission based instance setup.
Given that I'd like to generate thousands of images (by changing the seed of the particle system via a python script), this is obviously not really an option.
So what is the best way to have two separate entirely different rendering pipelines, that utilize the exact same geometry and layout?  It would be ideal if I could define two separate shader node setup for each object, and from a python script, simply switch between the two.
It seems like this is something that should be rather straightfoward, but I've yet to find anything specific on this, so I would very much appreciate help pointing me in the right direction!  Thanks

https://docs.blender.org/manual/en/dev/compositing/types/matte/cryptomatte.html

is the second pass a single material for all objects? If so you can just generate a new view layer with a material override. Then in the compositor plug that new view layer to a file output node.


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Why is my armature causing the knees to lock?
I made a full armature for my character and when I tested the movements, I noticed that the knees kinda move towards each other instead of moving straight forward.I'm not quite sure how to fix it so if anyone can identify the problem that'd be great. I used inverse kinematics and included a picture of the relations if that helps.

maybe you have inverted the pole targets? please share your file: https://pasteall.org/blend/

That is the reason. I found a page that solved my problem almost immediately after I posted this. https://blender.stackexchange.com/questions/232915/when-i-apply-ik-to-the-armature-the-knee-moves-weirdly

oh ok, i was the one that answered  ;)

Wow! So you were! Didn't notice, sorry


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How do i make these black lines go away?
I'm trying to retopologize this model in Blender 3.6 with the polybuild tool. I'm specifying it's 3.6 because everything's different from version 2.93, obviously, which is what I was using before. In that version, I didn't see these black lines, and they're throwing me off and making it difficult to retopologize. I made sure to include all the settings I could think of in the shot below, so is there anything that I'm missing? What do I need to do to make the black outlines go away or just lay flat?

Hello, what do you mean by black lines? Do you mean the edges?

If you retopology you need them :) They are representing vertices and edges of your geometry. So you need them if you want to change their position and have visual control of what is selected in edit mode.

If you want to see "black lines" in place of green faces you should enable "triangle" icon in Shrinkwrap modifier - it displays vertices and edges at place of modifier effect.
If you want green faces in place of "black lines" disable "monitor" icon in Shrinkwrap modifier - so modifier is not affecting your mesh at all.
See Blender Manuall > Modifiers

For retopology purpose you probably don't need to use Shrinkwrap at all ... so delete (or apply) the modifier and use just a Snap tool (you have open up at your screen).

Okay clicking that triangle icon in the modifier got it how i want it. So thank ya

One thing I noticed that helped was that I had Face Project selected when I should've had it on Face Nearest. And yes, I didn't really need the shrinkwrap modifier. That all got it how I wanted.


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How do you rig eyebrows?
I have this character with eyebrows that are attached to the head. I just extruded some faces above the eyes because I didn't know how else to do it because I haven't seen any tutorials about eyebrows or how to rig them, but I want my eyebrows to be very expressive and do some wavelike movements. I have an armature set up with a head bone, but I don't know where to go from there. Can I create expressions with shape keys or is it more efficient to create bones for the eyebrows? And if it's better to rig the eyebrows how do you do that?

Use rigify to apply face armature.... However, much quicker down and dirty way is to use shape keys.

It depends on how realistic you want the eyebrows. this tutorial is part 2 of a cartoon face rig that has custom bones for the eyebrows that are separate objects, at one extreme.  Rigify's face rig can take advantage of topology so that eyebrow movement will match skin around the eyebrows tightening at the other.

you can create 3 bones for each eyebrow, segment them if they are parented to each other, parent them to the head bone. A bit more complicated, you could use a Spline IK, maybe this will help: https://blender.stackexchange.com/questions/116124/how-to-rig-a-cartoon-style-hose-limb-cartoon-arm

From default cube, go in edit mode, S Y 6

Loop cut like this:

↹ Tab -> object mode -> G Y 6

Add armature > single bone
↹ Tab -> select bone -> ⇧ ShiftD -> Y 3 -> then 3 times ⇧ ShiftR

Check "in front" to see it like in my image

Select cube, shift select armature -> automatic weights

If you now go in pose mode (select armature first), you can move your bones in z- direction and you get:

which looks pretty bad.
But if you add a subdivision modifier to your cube

It looks like this and you still can edit the cube as you want to make it even look better.
If you want to make it easier to move your eyebrow bones, you can limit them e.g. by locking all all axis except y:

and I would recommend adding a parent bone and parent all these bones to that parent bone so you can freely rotate and place your eyebrow where you want.


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Is there a way to animate clothes without cloth modifiers?
I tried making clothes for a character I want to animate by using cloth simulation, but that wasn't working for me. I could not get it right. So I ended up just modeling the clothes by duplicating selected faces from the character, separating them, scaling them up, and adjusting them so they'd fit the character. Is there any sort of modifier I can add to the clothes besides the cloth modifier that can make them behave like clothes and not pass through other objects? Would something like softbody work?

"Is there any sort of modifier I can add to the clothes besides the cloth modifier that can make them behave like clothes and not pass through other objects?"  Quickest, easiest way to handle clothes in Blender, with a full-body mesh, is a surface deform modifier targeting that body mesh.

After looking through YouTube for a bit, I found this tutorial and it seems like the perfect solution for my current situation.
https://youtu.be/XKBONVoHSdA


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Why do these curves look see-through?
I'm trying to create hair for my character. I used curves, which I didn't want to use but every time I use hair particles Blender shuts down on me, and I created a hair texture for it. It seemed perfect but when I entered render view, I noticed that you can still see the scalp through the curves. How do I fix this problem? Do I have to convert them to meshes or is there something I'm missing here? I'm using Blender 2.93 and it doesn't seem to have the "Use For UV Mapping" option like in here: Adding a texture map to a beveled curve or path in case anyone asks.
Also, what does the Path Tracing Sample line mean?
If it helps, I included a screenshot of the material I created.

It's see-through because you're mixing your Principled with a Transparent BSDF.  If you don't want it see-through, don't do that.  There is no longer any need to enable "use for UV mapping"; all curves create UV maps that can be used from texture coordinate nodes.  "Path tracing Sample 10/32" on your stats means that your rendered preview is trying to render 32 samples per pixel, and it has so far rendered 10 of them.

Seams like you have 2 main problems with the material. 1. The gradient texture moves transparent part too far from the scalp (guessing that it's curves beginning). Move it a little. 2. Too wide transparent streaks. Try to tight them up by moving points on the color ramp that controls that aspect closer to black (cause your mix shader that mixes transparent with the rest shows more transparent when the value is closer to 1 and less of it if it's closer to 0 because of input placement - transparent shader lower the rest higher). Hope it helps.

Both of these comments were very helpful. Thanks!


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Topology Circluar Quads
I can't seem to wrap my head around on how to make a cricle from a square in a nondestructive way.
The result I'm trying to achieve is this:

Starting from this:

I've tried inserting a face but it won't let me slide it anywhere from it's starting point. I've also tried extruding and then scaling it in but the shading gets all weird. I just want to add the extra edges and make it more like a circle.
Any help would be appricated!

Use Inset and Smooth Vertex operators.

Inset the faces with I, then use To Sphere tool (Shift+Alt+S,1) to make the edge loops round.

Next enable the proportional editing (with a Sphere falloff type) and transform the middle vertex upwards (G,Z). Finally extrude the four middle faces upwards (E,Z).

Spin a subdivided section around its vertex and deform the result if you like.
Ok, here you are

Ađd a plane
Delete its three edges
Subdivide the remaining edge as many times as you want
Put the 3D cursor at one end of this edge
Select all and spin the edge with 3D cursor as your pivot

DONE
You may want to UPVOTE and ACCEPT it now.

Please add further details, steps and preferably screenshots, detailing how a user might do this.

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


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Duplicate edit bones
I want to loop through my skeleton and duplicate each bone but also making the new duplicated bone parent to the original bone. Kinda like this:
for bone in bpy.context.active_object.data.edit_bones[:]:
    new_bone = bone.duplicate_move()
    bone.parent = new_bone

But this results in this error: AttributeError: 'EditBone' object has no attribute 'duplicate_move'

There is no bone.duplicate_move  There is a bpy.ops.armature.duplicate(...) but being an operator it wont return the newly created bone(s) only a status set.  {'FINISHED'} if run succesfully for instance.
Need something like (run in edit mode ofcourse)
import bpy
arm = bpy.context.object.data
for b in arm.edit_bones[:]:
    cb = arm.edit_bones.new(b.name)

    cb.head = b.head
    cb.tail = b.tail
    cb.matrix = b.matrix
    cb.parent = b


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Deleting identical keyframes in python
I'm trying to write a script that would iterate over all keyframes on the selected armature and then advance the timeline to compare the previous keyframe to the current to see if it's identical. If it stays identical throughout the entire timeline let's say 1-240 frames then it should delete the entire keyframe row/action.
My main issue is that I'm not sure on how to access the keyframe data or fcurve data to then later do a comparison between the current frame and the previous.

tldr: obj.animation_data.action.fcurves[i].keyframe_points[j].co  The answer to your question is also in https://blender.stackexchange.com/questions/64447/how-do-i-add-keyframes-to-a-newly-created-action-with-no-associated-objects

See also https://blender.stackexchange.com/questions/23927/how-to-move-keyframes-using-python/23928

Suggest looking at  bpy.ops.graph.clean() and bpy.ops.graph.smooth()  These can be run from graph editor by selecting curves and choosing smooth or clean from Keys menu, to see if they give desired result.

@batFINGER the graph.clean() sorta did the trick. It removed alot of identical keyframes. However it removes every keyframe except for the first keyframe so now I'm left with alot of empty channels with only one keyframe in each. Is there a quick way to delete the last remaining key aswell?

Remember if you remove all keyframes, the action may become unpredictable when changed, used in NLA etc, as the unkeyed items will retain whatever value was last set.   If you really want to remove last one, edit question with how you want it to work and I'll (or someone else) will answer.


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Find identical keyframes
I was wondering if there is some sort of tool/option in the Dope Sheet that would highlight all the keyframes that has the exact same value in loc/rot/scale or just one of those in a different color or key type.
Because sometimes I duplicate keys and shifting them around in different orders and I end up losing track of which keys do what.
An extreme example would be in this image:

It would be nice if I could just toggle something and everytime I select a key all the keys with the same value would change color but only one of them would be selected.
Thanks!

I'mnot sure about how to do it in the Dope sheet but, if you don't have too many objects, the Graph editor is a good choice for displaying more information: not only the keyframes' position, but also their value (of course it gets very crowded for 5+ objects). Once you are visualizing a curve in the Graph editor, you can rectangle-select with "B" all the keyframes having the same y-value.


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What are these rectangle areas and how do I remove them
I'm still a massive noob at blender and I have somehow gotten these large rectangles that are made of black dotted lines to appear all over my blend. What are they and how do I get rid of them?

It looks like you have enabled the display of Texture spaces for some of the objects in the scene.
You can disable it for each object separately by un-checking Texture space under Display from the Object panel in the Properties window.


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How to convert different contrast parts of image to curve?
Suppose I have this image.

and I want to convert it into curve for this animation Curve animation
Watch from start to 0:03
I can do it by Bevel Factor in Blender.
But i Have to make the curve by "Draw Curve" Is there any simpler way. Please Tell.

You'd be better off finding a vector version of this image in, say, SVG file format or something. Blender doesn't have a tracer as far as I know, maybe try Inkscape, but quality will be sub par

You need image tracer - try your luck here: https://vectormagic.com/. Blender can import SVG for further animating.

Go to this website
Right click on the image and click Save page as (The download file will be in svg format)
Import File
File -> Import -> SVG (If svg is not enable, enable from the addon)
Now u need little cleanup.
Delete the unwanted parts (scale,etc)
Go to edit mode and select the outer edge and delete vertices
Now you have a clean India Map with the curve

If you need to download separate state download here. Color the different state and place it.
How to Bevel
Go to the curve tab
Change the shape from 2D to 3D
Add a curve circle.
Select the Map curve and in the bevel object select the circle.

The problem is that I need curves for bevel factor(only applicable when it is an open curve(start and ending vertices are joined)

@ComputerGuy yes with this you can bevel it. I have edited the answer

Thanks For your post. But how did you produce svg file from jpeg/png

@ComputerGuy If u want any jpeg and png to turn into svg then the comment was given above by Duarte & Jerryno to have a vector software or go online to convert. As i found a good svg of India Map so have given all the reference and link in my answer.


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Mesh transparent in solid mode
I don't know why my object looks transparent even though I have not switched on x-ray in blender
 2.8
in the above image, you could see that the door is translucent. Is there a way to stop this effect?

Check if the mesh isn't inside out. In overlays in right up corner turn on  face orientation, if it is red check your normals.
Also that would mean that you have turned on backface culling culling in shading settings.
Another thing can be that the object that is still visible has option "in front" checked

hey thanks, I had not checked the in front option for the doors.

hmm, nothing helped? if you can, upload the file.

it worked, I had tick the in front option for the doors


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Mirror modifiers and multiple Textures
I would like to mirror textures independently. I know using flip U or V in mirror modifier does the job but it flips all textures. I would like to know if we can mirror textures independently without affecting other textures.

[Note: The above image is the mirrored side]
I would like to only flip the logo and not the doors and windows.

maybe there is a better solution, but couldn't you mirror the texture in an image editing software such as Gimp or PS so that the mirror modifier mirrors it back to its original orientation?

@Jonas Texture orientation is correct on the other side. This is mirrored side I want only the logo to come to a proper orientation on this[Mirrored] side

I also encountered that problem while modeling my aircrafts. There are two possible solutions:

The first option is to duplicate the surface where you will put the
logo then separate it into a different object. After that, move or
scale it just above you main object to remove intersections of
meshes. you can now put the logo (make sure it has a transparent
background) and reverse since it is now an individual object and it
will not affect other textures.

The last option is to apply the Mirror modifier then create a new
material just the same as on the other side but the logo that you
will now input into your image texture is reversed. This will be the
texture that you will put apply in the mirrored side of you
aircraft.


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Unable to find object scatter addon in blender 2.9
I recently upgraded to blender 2.9. Though I have enabled Object-scatter addon, I couldn't find it using the search(f3) in the viewport. Where can I find that addon?

I just found out that just enabling Developers extra works. For anyone else experiencing the same issue go to Edit > Preferences > Interface and tick the developers extra


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How to manage selfreflecting light in object
I get these weird miscoloured rings in my object from it reflecting on itself.
I tried using the "is reflection ray" but am not sure if there is a way to turn off only ray reflecting on the object itself.

Hello, what do you mean by miscoloured? Are you in Eevee or Cycles?

Hi! It is cycles. Eevee looks fine. I mean that it comes across as much more redish than expected. I tried fideling with diferent subdivisions and weighted normals but it keeps the reflection. Even if i shade it flat i can see the rings of red in the inner edges.

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


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KeyError: 'bpy_prop_collection[key]: key "View Layer" not found'
As I tried to reproduce this code:
How to find all image coordinates of rendered object?
I encountered an error:
KeyError: 'bpy_prop_collection[key]: key "View Layer" not found'

All objects are in a collection, so was is the problem?

bpy.context.scene.view_layers['ViewLayer'].use_pass_object_index = True or bpy.context.view_layer.use_pass_object_index = True should do...?

... updated the code for 2.8+: https://blender.stackexchange.com/a/166221/


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How do I set a plane to not fall?
I've been trying to set up a physics simulation so I can drop an Ico mesh on top of a plane and then collide they collide. However, I can't get the plane to stay in place, it just starts falling down with the Ico. It would be great if somebody could give me steps for how to keep the plane in place. I am relatively new to blender so sorry if I did not give you enough info. Thank you.

Make the plane a passive rigid body.

I assume you have set the plane to Rigid Body in the Physics Tab.
In the Physics Tab, change its Type from Active to Passive.
Voila!  The plane will not fall.
Add Collision to the sphere to stop it falling through the plane.  In 2.8x, this will happen without having to add Collision.

Change the ground plane's Rigid Body Type to Passive

If they're colliding at high speeds, the physics can get glitchy and objects can pass through each other. Try adding a bit of depth to the plane.


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How do I move an object so it's aligned to another object's face's rotation?
I'd like to move an object so it's aligned to another object's face's rotation, but have no idea how.
Here is a picture of the objects.

I am wanting the top object's rotation to match the rotation of the face highlighted of the bottom object. Thanks for the help!

If these are 2 separate meshes within the same object, separate them in 2 different objects, you'll join them back later.
Enable the Snap tool with these options: Face/Closest/Align Rotation to Target/Move:

Then move your object:


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How to change color of stroke

I was creating a 2d animation and realized that i wanted to change the color of the strokes later on. I saw a 2.8 tutorial on this but it says that i need to press assign, but there isn't any.

Found out that I can drag the "browse material to be linked" icon and drop it on the thing I wanted to change just like in regular 3d materials.

Go to edit mode and select the object stroke you want to change. Then you will see the Assign button. Click the button to assign the material. Hope it helps.


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is it possible to paint diffuse and normal at the same time
I have a brick texture with diffuse and normal image. Is it possible to paint an object with stencil brush that while left clicking mouse, diffuse and normal can both be painted onto object's base color and normal image?

It is possible with bpaint.
But on personal recommendation, if you need that kind of thing, you better use of MASK factors. That way you connect and arm your shader first, then you only need to paint black and white map to reveal "layers".

Thank you for your replying. I watch some mask tutorials but I don't know how to achieve that in details. The point that confuses me is how to make object's two image (base color and normal) get painted at the same time coz for now I have to select only one of them to paint.

It is actually not possible to paint the details of a diffuse and a normal map at the same time - the normal information is something that uses special colors to show height, where the color information of the diffuse is totally a different thing. What Pierre describes here is using prematched images of both diffuse and normal and a stencil to reveal them together into the textures of the main material. This is not what you are looking for from the original question.

Okay, thanks. I think I'm going to try substance painter. I was greedy about Blender doing everything. I guess that's not realistic.


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Names of bones in Dope Sheet have very faint text color and yellow background color
I have this problem as described in the title. It might be a dumb question but is this issue common? And how to fix it? I know I can change the text color but I think that probably will be the last move.

I think you can find your culprit in here, in Blender Preferences -> Themes -> Dope Sheet.

I didn't change any settings about that and I tried creating a new armature and found out text in that armature was fine. So I guess it's the problem of the armature that this addon creates, which is a addon that generates a standard UE4 mannequin. Thanks for your help.

For anyone with the same question, its the 'Theme space list' option under the dope sheet settings in preferences. Change the source list text or highlight to see the letters


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How can I export a DAE file with a non-rest pose?
I am fairly new to Blender and wanted to export a DAE file with a new pose for access to color textures when 3D printing. However, when I export the DAE file, it will always export as a t-pose.
I've tried setting the new pose as the rest pose through the object mode menu but that didn't work. I've also attempted to use the armature modifier though I can't locate it.
I should also note that the model isn't one I made- it comes from a video game.
If anyone would like to help directly, I would be willing to provide the original files if need be. Thank you.

Select Apply Modifiers in the Collada export settings.


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How would I make a slime blob like this image?
Wondering if anyone knows the best way to build a model like this? I'm new to Blender. I've tried several tutorials, working with the metaballs and such but I can't get it to look right. The aspect I'm missing is the look of the slime realistically pulling in different directions away from the base and thinning out at the connection points.
I feel like this should be pretty easy, but can't seem to find a good tutorial for it. Any help would be greatly appreciated.

I'd have also gone the metaball way, failing that perhaps try sculpting it.

yes metaballs seems the best solution, is it supposed to be animated?

No, no animation.


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How to create a feathered border around an object?
This is the best way I could possibly phrase this question.
What I want to do is mix two different materials.
I want to use the secondary material to catch the rimlight of the object, but I only want this effect to show up close to the border of an object.
Simply using the angles of the faces will result in too much spill of the secondary material over the primary material. This only works on a simple object, where the falloff angle of the polygons is even.
Is there a way to create a mask within the shader editor to basically create a blurred outline within the object border? I want to avoid using the compositor for this.

Related: How do I make a glass texture with an outline?, Fresnel gradient shader?

You might set transparancy based upon camera facing normals (ea not facing). (layer weight)
To get something that looks a little bit smoother.

Yes, this is what I tried. I went through several iterations to get close. But this is not the way to create a border to overlay on the edges of the object alpha. But thanks!

You could also try spherical texture based upon object location offset by a vector. Then use that to drive a color ramp and set alpha. And maybe combine (multiply) values to drive a mix shader

Another thing that might work for you there is an edge input.

And a 3th to try put some bump noice to make it less black


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Image textures appear dimmer in Blender renders
I'm a video editor that use Premiere Pro to edit videos. However, I've grown to love the shader editor for Blender because it's so versatile. I tend to try some pretty crazy effects in Premiere that usually involve complicated masking, and when I'm tearing my hair out trying to think of a way to make things work I can't help but think how much easier it would be to do it in Blender. I know it's pretty silly to use Blender for 2D projects, but it gives me such creative control in how I approach textures.
So I cracked and tried to do some 2D video editing in Blender. I rendered out certain video elements, and am using them to create the scene in Blender. However, for whatever reason, Blender outputs a dimmer and worse image than the source files. Here's a very zoomed in portion of image for comparison.

Technical info:
The input image texture were non-dim lossless PNGs and the Blender output was also set to lossless PNGs. I understand that the scene lighting can affect the render and as such my node setup is just an image texture node plugged straight into the material output node.
Weirdly, the output PNG didn't render the transparency, despite me enabling transparency in the film settings and turning on alpha blend. That's odd.
Ethical implications of using a 3D software aside, is there a reason why the output from Blender is considerably worse?

Did you tweak the Color Management settings in the Render panel?

Thanks @AlpineWorldCup and moonboots. You're right, the image stopped being dimmer. However, the image quality is still worse.

By default the Color Management View Transform is set to Filmic. This allows for more high dynamic range in 3D renders. Change this to Standard and the dimness will go away.


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Camera-facing texture distorted by object dimensions
I'm trying to create an image texture that is always facing the camera, almost as if the object it's wrapped around is a mask that shows where the image can be, but the image texture is distorted by the orientation of the object.

This is my node setup. Can anyone help me out? I don't want the block to be a literal mask because I plan on creating a scene with lots of blocks that have unique images on them.

If you dont want it to distort, use Window instead of Camera from the Texture Coordinate node.

That's true, but I'm also trying to find a solution where the texture moves with the object as well.


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How to create a vignette mask that follows object and always faces camera in shader nodes
I've got a block moving along a treadmill.

Is there any way I can create a circular mask that always faces the camera and sits at the centre of the object?

I've trying to overlay a video on top of the block's regular texture., like this:

Any help would be greatly appreciated :)


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Is there a way to make sculpting amount not falloff when holding down the mouse?
I'm new to blender sculpting, and I was wondering if there was a way to make the sculpting amount consistent when holding down the mouse. Unfortunately, I couldn't find any information on this.
To elaborate; when holding down the mouse and continuing to make a stroke with the Draw brush, you will raise the geometry at first, but this will gradually falloff until you no longer impact it at all. Is there a way to continue raising the geometry consistently while going over the same area without lifting the mouse and starting a new stroke?
Any help is greatly appreciated, thank you.

I had missed this when looking through that menu, it's exactly what I was looking for, thank you!

You want to check Accumulate under the Brush Menu in the top of the 3D view interface while in sculpt mode.

Or in the Tool settings in the properties editor :

It's the same setting, just accessed from two different places in the interface.

This is exactly what I was looking for, thank you! There are a lot of options to look through, but I'm still not sure how I missed it.


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How to make a point light shine through a material
I Want to make this lamp with a point light inside it and have it shine through the appropriate faces.
So far I've put the point light inside and made the faces transparent via the shading nodes in the pic below however the light isn't shining through anyone know how I can achieve this?

Thanks!

What renderer?  Cycles or Eevee?

Transmission and Translucent materials are usually used for this type of behavior
Transmission - Glass
Translucent - leafs and paper-like materials

If the light source is important for rest scene lightning, it is usually a good idea (for performance reasons) to remove this material for all light rays except camera one:


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How to make an image so that objects reflect it?
fans!
I added an image as a plane into my environment (via the Import Images as Planes add-on). How can I change it so that an object reflects it in rendered mode? (an object e.g. reflects the background, but not the image)

I just tested this (in 3.0, in Cycles) and in Rendered preview the image imported via File > Import > Images as Planes and the image imported via Add > Image > Images as Planes both show up fine in the surface of a reflective sphere:

Here's my test blendfile:

It's possible from the angle shown in your screenshot that the image is a little too far back to visibly reflect to the camera.


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I have flipped faces on my normal map, but not on my HP or LP model. What's happening? (Version 2.9.3)
So, i've been modeling a Nintendo Switch for portfolio. I'm pretty new to baking.
HighPoly face orientation:

LowPoly face orientation:
Normal map on SRGB looks good:

But when i change to Non-Color...

Any idea of what can be causing this issue?

The normal map will bake to whatever format you have specified in the image texture at the time of bake.  If it was set to sRGB at time of bake, it is not in a non-color color space (oxymoron lol.)  Normal map both baked and used as sRGB should be okay but in my experience isn't (don't know why.)  Recommend setting to non-color, rebaking, then continuing to use as non-color.

Fixed! Thank you very much for the help!
It's my first time baking and i didn't know that i had to set it to non-color before baking.
It's perfect now!


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How do I get rid of these weird rectangular irregularities in my glass texture?

Hi there!
I am trying to show an object inside a glass bottle. I turned screen space reflections and al that stuff on but now I'm getting these weird rectangular irregularities that seem to reflect the inside of the bottle in a weird way. They show up in my renders and in my viewport as seen in the attached image. I tried playing around with the Roughness and IOR values of my glass shader but I keep getting the same results. Anyone who knows what could be the problem? Thanks in advance!

please provide blend file - might be your geometry/mesh

The blend mode of your material is probably set to alpha blend, try setting it to opaque when using transmission materials in eevee. You can also try to render in Cycles, usually fixes the problem.

This indeed fixed the problem. Thanks!


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No thickness after export as FBX file
I have designed this object in Blender (3.0):

After exporting it as .fbx file, and opening this .fbx file in an online viewer, or locally in e.g. Ogre mesh viewer it looks like this:

The thickness of the walls of the box is gone. Do I have to set specific settings when exporting a model from Blender as fbx?

Your thickness is there but you need to "flip your normals". The panels of your box are inside out now.

Awesome that fixed it, thanks!


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Camera image projection on displaced geometry
trying to get my head around projecting an image onto a mesh that has material displacement. If I use a displace modifier plus UV project it works great but if it is material displacement it projects it to the original non displaced mesh, not factoring in the newly generated geometry.
I am unable to bake out the material displacements due to the nature of the project so I have to find some way to map the camera projection properly to material displaced geometry. Any help in regards to this would be a life saver.
Thank you.

As the displacement is done through the material i cannot have it as a modifier. If i did (baking out the displacements as a texture then use a modifier) that would solve the problem. But unfortunately due to the nature of the project we have to be able to map the projection correctly onto displacement done through the material. Thank you.


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How would you make a Diving Board?
I would like to bend an object by hitting it with another object but I don't want the first object to just fling about after getting hit. I would like to know how to "pin" and object, say a long board, like a diving board. That's actually a perfect example, a Diving Board, how would you make a Diving Board?! Thanks! :)


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Import file types
Is it possible to import .stp and .igs files to use as my model for 3D animation.
I simply want to import an image of a tool (in one of the above formats) and rotate it in space.

No, they need to be converted. And see Import options in the File menu to see all supported formats.

Many thanks Lukasz. Can you give me any guidance as to the best file type they need to be converted to in order to achieve what I've described?

If you just want to import and transform an untextured model you could try any of them, e.g 3ds. Textures cause problems when importing models and there are many questions about it.

Thank you Lukasz, that does help...


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Bevel Edge after Boolean Difference
I used a Boolean operator on a cylinder to punch a hole through my vase (see image). I want to bevel the edges of the hole. How can I do this? The vertices of the hole don't align with that of my vase.

The reason the vertices don't line up is because the boolean makes its cuts wherever the two surfaces intersect. This leads to all kinds of artifacts and other issues and is often not ideal. For this reason, booleans are often a bad choice when we need very even topology after we are done modeling. That said, you may still be able to bevel, provided you don't need the bevel to be very deep. With the desired edges selected in edit mode, press Ctrl-B. This will allow you to create a bevel by moving the mouse to determine the extent of the beveled surface. However, be warned: As the included pic illustrates, you may have trouble because of your uneven topology. If you do, you will need to remodel the area of intersection so as to give the edge to be beveled better surface flow (or at least, to give yourself more room to create the bevel). Based on your pic, I would say almost any bevel you create is going to cause a problem like the one I'm showing in my image. What you don't want is edges crossing through other edges or vertices as you adjust your bevel (which is precisely what my image shows happening in the third frame). If you don't want to remodel anything, then consider redoing the boolean, and take care to ensure that no vertical spans on the cylinder that you are cutting into happen to intersect with the hole made by the cylinder that will be doing the cutting. If you can ensure that, then your bevel will probably work, though it will have ngons and possibly other odd edge artifacts even under the best of circumstances. Sadly, the only surefire way to avoid all this trouble is to avoid using booleans altogether.

In the first frame is a bevel performed after a boolean, while taking care to leave sufficient room between the intersecting objects to ensure that the bevel edge will not later encroach on any other edges. If you look closely, you can see that there is still a problem with extra edges forming in the bevel region, due to bad topology. The second frame shows what I get after deleting theses extra edges and then adding topology sufficient to get rid of all the n-gons. This isn't exactly pretty topology, but this should hopefully illustrate what can happen after using booleans and what kind of outcome you should be working to achieve so that you can create your bevel without inviting further complications. Note that because of this extra effort, if I was now to add another bevel to the rim of the object in the second frame, I would not have any more issues.

So if you were to start from scratch and not use boolean operators, how would you do it?

Good question. To be clear, there's nothing wrong with starting with a boolean, so long as you understand what can go wrong with them and are prepared to fix the resulting issues. So you could start exactly as you have, but take care to align the cutting object to avoid intersections with existing edges, then go in afterwards and do the edits needed to make the mesh clean. That's what I did in the final frame. In my case, there were doubles that needed to be removed, and this is a common issue to resolve after using booleans, since they often create cuts in ways that aren't helpful.

As to your question about alternative methods, the only thing I can think of is to use the knife project tool to cut the hole using the object you already have used for making the boolean, and then use Loop Tools to make it perfectly round afterwards, if necessary. Then delete the faces inside the hole region, extrude the edges making up the hole, and grid fill the interior edge to finish. Painstaking, yes, but it gives you complete control over the resulting topology at every stage. There are probably other ways, but I don't really know how else I would approach it.

"So you could start exactly as you have, but take care to align the cutting object to avoid intersections with existing edges, then go in afterwards and do the edits needed to make the mesh clean." I decided that this part of my answer isn't clear, so I'm creating a new one that will hopefully be more helpful.

Hello again. Here is an effort to explain the process that my previous answers were speaking to, but not adequately clarifying. Hope it helps. https://www.dropbox.com/s/kk1e0ey519v1mpj/Topology.pdf?dl=0

This is a great answer, thanks very much! I really appreciate the detail you provided as I am new to Blender. These tasks are very easy in SolidWorks and AutoCAD, I find it difficult to adjust. Thank you!


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I am not able to use texture paint (2.8)
Every time I try to use the texture paint, I am met with an error card saying "Missing UVs, Textures, detected!". Any help please?

You need to add a UV texture. You can do this by selecting the "new texture" button in the settings.

Where are the settings? Sorry, I'm brand new and the UI is a little confusing to me

Make sure you have an image open in the Image Editor.
Pressing the small picture icon will allow you to select existing images in your project. New will create a new blank image, and Open will allow you to append an image from your computer into the Blend project.

If there are missing textures from your project (those show up as pink), you can tell Blender which folders to look for those textures in by going to File > External Data > Find Missing Files


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Why does this Cube look like a Rhombicuboctahedron trapped inside a cube?
I am very new to blender, just been working on making a donut from the blender guru and messing around a bit on my own so far. This has happened to me a few times now where my cubes and planes will like- i dunno, subdivide(?) themselves inside their shape.
This is in Edit mode, object mode it just looks like the Rhombicuboctahedron (had to look that one up lol) on its own.
I tried to look up a solution on my own before posting here since I'm sure this a small thing I just don't know about yet, but couldn't seem to figure out the right search terms, so I apologize if this has been addressed already or anything but I just couldn't seem to get the answer on my own
If I haven't provided enough details please ask me for more, but be very specific as I likely won't have the foggiest what you mean if you just ask for a setting by name
♥

Looks like you have a subdivision surface modifier on your cube! This will subdivide the mesh as you model it. You can remove it in the modifiers tab.

ohhhhh okay, thank you! not sure how that sneaky sub surf got added, but that makes a lot of sense.

looks at original post where I literally wrote the word subdivide *

feels shame *

Thank you so much!

You can add a subdivision surface modifier with the shorcut CTRL + 1, CTRL + 2 .. etc, the number being the level of the subdivision. You may have inadvertently triggered this shorcut.

oh that's super handy! so many nice shortcuts in blender
Thank you!


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How can i find the python triggered by the GUI?
I want to fully automatize some of my blender processes, an i run into a lot of problems not finding the correct commands, not using the correct args...
Can i just "see" in a log somewhere what were the commands blender ran ?
To be very precise, i want to load a gltf file, and export it to stl.
No problem through the gui, but i'm stuck with that bit of code :
import bpy
import sys
import os

file = open(r"C:\Users\theo1\Documents\GitHub\Hackathon2020\map&mapdata\mini.gltf")

bpy.ops.import_scene.gltf(file)
bpy.ops.export_mesh.stl(filePath=r"C:\Users\theo1\Documents\GitHub\Hackathon2020\map&mapdata\mini.stl")

Which gives me this :
Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "C:\Users\theo1\Desktop\impExp.py", line 7, in <module>
    bpy.ops.import_scene.gltf(file)
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\modules\bpy\ops.py", line 198, in __call__
    C_dict, C_exec, C_undo = BPyOpsSubModOp._parse_args(args)
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\modules\bpy\ops.py", line 151, in _parse_args
    raise ValueError("1-3 args execution context is supported")
ValueError: 1-3 args execution context is supported

thanks.

The API documentation should be your primary reference when implementing Python scripts for Blender.
Additionally you can enable the Python Tooltips and Developer Extras in the preferences (Edit > Preferences > Interface > Display).

The Python Tooltips will be displayed when hovering over a UI element with your mouse and show what Python command would be executed when interacting with it. The Developer Extras add helpful options such as Edit Source or Online Python Reference to the context menu (RMB).

Using the references provided above it's fairly easy to see why your script doesn't work properly.
bpy.ops.import_scene.gltf() expects a file path as argument, not a file object. Therefore you shouldn't use open() at all. Instead pass the file path as named argument:
bpy.ops.import_scene.gltf(filepath="/path/to/your/file")

This os exactly what I wanted. Thank you very much

If you open a split with the Info editor, it'll update whenever you perform an action in the UI, to show the Python that got executed.
For instance, after deleting the default cube, this is what the Info editor shows:


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How to understand "normal" in mapping node in shader editor?
Sorrey i can't precisely control the texture and texture coordinate.
Please help me and tell me how the vector(normal) of the object match the position of the texture?

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

The "normal" type mapping is similar to the "vector" type mapping, in that it only does rotation and scaling and no translation.  In addition, it also normalizes the ouput vector (giving it a length of 1 while retaining its direction.)  Exactly like vector mapping and following it up with a vector math/normalize.


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Cloth simulator not reacting properly
Tried using cloth sim to make a flag, seen on tutorials that right after applying cloth sim, pinning vertices and hit play, the flag should fall down because there's no wind blowing into it. But for some reason in my case, the flag didnt react that way, instead it act as if there's wind blowing into it even though i had not added the wind force field.
https://drive.google.com/file/d/1IGwVPpYTRaIIIO9mVtvoESyFF3nF9BsA/view?usp=sharing

You gave us .BLEND1 file to use... where is your .BLEND file?

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

I can't check the blend file, but try checking these:

has the plane enough geometry to simulate the flag? Subdivide more if necessary
did you cache/bake the simulation?
did you set the correct pin geometry that shouldn't move? Double-check that only top vertex has been assigned to the vertex group
is gravity on?
review all the process and logic: if you pinned the top part of the flag it's normal than the flag doesn't fall, but it only relaxes a little bit under the gravity (how much it relaxes depends on the cloth's parameters)

Thanks, i subdivide the flag one more time and it fixs it.


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How to create a bunch of tiny equal holes in a curved plane
I'm currently working on recreating this type of material on blender but I'm not sure how to make this many small holes on a curved plane. Right now in my project I have a plane that's the same shape as the example but without the holes and I'm unsure how to add those holes. Any help would be much appreciated :)
thanks.

Check out this answer

https://blender.stackexchange.com/questions/40997/how-can-i-make-a-hexagonal-grill/41007#41007

Working X across, Z up.

Enable the shipped add-on 'Add Mesh: Extra Objects'.
Add a 'Honeycomb' object with the desired number and size of hexes.

The following steps are optional, in your case, because another part is overlapping the edges of your grid..

If necessary, select the appropriate outside perimeter edges, and E X and EZ extrude them, before SX0 and SZ0, straightening them.
With Snap set to 'Vertex and 'Active', snap the corner diagonals together, and CtrlR cut in some transitional loops.

Give the sheet modifiers..

Solidify (outwards)
Bevel (by a high angle, tiny 1-segment)
Simple Deform > Bend
A level of Subdivision Surface.

If the curve is not right for you, you could, say, duplicate a bit of the surrounding geometry, convert that to a curve, and use a Curve modifier to deform the mesh along that, instead of the Simple Deform.

My holes are a bit small. 'Honeycomb' gives you the option to make them bigger.

One way you can get this is like so:

add a plane and subdivide it

press ctrl-b to bevel it like so

change bevel settings like so:

affect: vertices
change shape until it is a circle

select the most inner vertex of the circle

select more

select similar like this:

hit x -> delete vertices

Tab -> object mode

add simple deform modifier, bend, y

tab -> edit mode -> A -> select all

G->X -> move to right (y line left from plane)

R->X -> 90 and change axis on modifier to z

result:


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i have rendered my animation but how do i turn it to a video
i have rendered my animation but i realized it was saved in different pictures.i tried changing it to a Xxiv file but that didn't work(movie file on blender 2.78). how can i change it to a video[

https://blender.stackexchange.com/questions/52230/how-to-convert-image-sequence-to-video-using-the-vse/52237#52237

Open 2 Video Sequencer (VSE) windows, one as Preview, the other as Sequencer, in the Sequencer press ShiftA (Add) > Image/Sequence:

Then this time export as FFmpeg format.


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Can I export a material change in an animation in glb format?
In my animation, I want an object to change from grey to red. I can do this in blender by keyframing the base color, but when I export to a .glb, the color change does not appear and the object stays grey. Does anyone know how this can be animated and seen in .glb format? Thanks!

Quote from Blender manual (as I was having the same trouble).
"Animation of other properties, like lights or materials, will be ignored."
https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html
full paragraph below:
*Animation
glTF allows multiple animations per file, with animations targeted to particular objects at time of export. To ensure that an animation is included, either (a) make it the active Action on the object, (b) create a single-strip NLA track, or (c) stash the action.
Supported
Only certain types of animation are supported:

Keyframe (translation, rotation, scale)
Shape keys
Armatures / skinning

Animation of other properties, like lights or materials, will be ignored.*


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In geonodes, using Extrude Mesh leaves an open face opposite the extruded normal. How to best fill it?
When using geometry nodes' Extrude Mesh node, the bottom side or the opposite side of the extruded face becomes open. What is the best practice in filling it? I normally just use another Extrude and have a value of 0 and then use another node called "Flip Faces" to fix the normals. Is there a better solution to this with one node only or this is presently considered an "ok" solution?

PS:
Chris mentioned in one of our discussions that it is fine to do and suggested that I put it as a separate question so that others may see it as well. I'm also open to seeing how others might have a different approach to this. Thanks again Chris, I learned a lot from you and the whole community.

oh wow, why didn't I think of that, I thought I would need to add the Extrude. I didn't realize I can just use the original mesh and run it on flip node. Thanks for this Gorgious!

Sorry for the question, I didn't realize it has a duplicate. In my defence, the post never appeared on my google search nor the suggested post during authoring. I have flagged my post as duplicate

Hello ! Don't apologize, the community is there to link all the similar questions together. ;) You have done nothing wrong. It's a pleasure to try and find a solution for well though out questions, thank you for your contribution

Thanks, Gorgious, for your patience and taking the time to explain, I understand now. I love this community and of course Blender. I'm currently losing sleep, I chose to sleep little to spend more time playing around with Geonodes


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Object affect volume shadow only
I'm trying to have an object cast volume shadow only, but it should NOT cast shadow nor be visible to the camera. Is this even possible?

Here's my test file

For some odd reason, it worked after I remade the test scene

here's the updated blend file♀


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Migrating old saves of UPBGE 0.3 to UPBGE 0.36
I made project files on the old UPBGE 0.3 making heavy use of Logic Nodes. When I load them into the new UPBGE 0.36, the logic functions stopped working and I'm getting errors on the Python console about 'No module named bgelogic.'
How do I migrate my old UPBGE 0.3 files that makes heavy use of Logic Nodes to work with the new UPBGE 0.36?

For projects that use Logic nodes, this is the solution I used:

Go to the bricks editor and disable or delete the automatically generated entry for the Logic Nodes.
Select the Object with the Logic Nodes applied.
Select the Logic node that is applied to the Object.
While still under the Logic node, go to Dashboard and press the Compile button. This will auto-generate a Python script.
Go to the Game tab and click 'Add Component'
Type in the component name in the following format:
The filename of the python script without the extension 'py'
Followed by the Logic Name.
Example:
If the Logic name is Cube_Control, clicking compile will generate a python script named nl_cube_control.py. The component name will be:
nl_cube_control.Cube_Control.
CAVEATS:
If you used spaces and dots with your Logic name, the generated component name may be different. Review the generated script to see what name is defined under the 'Class' that contains the parameter 'PythonComponent'.

The reason it broke is because 0.36 switched from using the brick node to register the logic nodes to using the component.
If you want a clearer video explanation, please refer to this youtube video:
https://youtu.be/AXLsJKhyhYQ
If you have another method or something to add, feel free to post your answer. Thanks!
ADDENDUM:
Some nodes were changed, such as the 'Random value' suite. You will need to replace them with a new Logic node. Here's an example:

The upper node is from the old UPBGE 0.3, which requires a condition input. The new one no longer requires the input and will throw an error.
So far, these are the only nodes (the Random Value suite) I've encountered that were changed based on my project file made with UPBGE 0.3. If you know of other nodes, please share them here. Thanks!


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On Geometry Nodes, Using "Combine XYZ" on Transform Node's Translate doesn't work
Here's my basic setup:

I wanted to use Combine XYZ to expose specific field into my GN input, but it doesn't seem to work:

what am I doing wrong?

That is your scene scale?
I expect that you have set up it like this:

With default scale, 1 unit is equal to 1 m, not to 1 cm. So I expect that 200 cm should be equal to 2 blender units, and 200 units will be 20000 cm

indeed, I set up my scene in cm, but why is it not consistent? Is there a way to adjust blender units to follow the unit I used so that all inputs follow the same unit? Kinda useless to set my workspace in centimetres when some inputs are still stuck with meters.

You have to setup unit scale as 0.01 in this case

yeah, tried that, it converted all my units cm and not the other way around. I was expecting the blender units would be converted instead. But anyway, I'll get used to it I guess. Thanks for the answer, it really helped me with my setup. I guess I was using the unit conversion wrong the whole time


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On geo nodes, radii of two nodes doesn't add up
I'm using two nodes, Star node and Fillet Curve to make a procedural Gear. I'm trying to offset the radii of both inputs so that my function would take an absolute value for the inner and outer radius for the gear spokes. However, the radii of the two nodes don't add up.  Here's the screenshot of my nodes. I tried multiplying and dividing the radius for the fillet curve before adding it into the Star node input but I'm not getting my desired effect. I'm pretty sure the solution for this is so embarrassingly easy.

It's hard to predict value because it hardly depends on angles of the star (Star is overlaid for illustrative purpose):

So I suggest moving points after filet, You can easily do this by scaling normalized position by radius:

Result:

Here is my solution for adjusting also gear teeth thickness:

Wow, this is advanced stuff for me, no wonder I couldn't figure it out. I'm still starting to learn geometry nodes. Thank you very much for explaining it very well. I'm inspired even more to learn geometry nodes.


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Geonode optimization and boolean operations
I'm looking for tips on how to improve the performance of my geonodes. I found out the hard way that even if the geonode is not being displayed or not visible, they are still consuming resources. And it gets particularly noticeable when the geonode uses boolean operations on the geometry.
So, is there a... :

... way to make an on/off switch so that when I'm not using that geonode (or not visible), I would expose an input node that would switch off the whole geonode  or at least portion of it that is causing the performance drop?
... a node that is like the equivalent to committing or applying the geometry boolean operation so it doesn't perform it all the time?

Here's an example node, I wanted to have a switch that would disable the above nodes when I'm not viewing it. Hopefully, there's an automatic way of doing that but if not, at least a switch to effectively disable that part using a geometry input?

I've been searching the net about these but I'm not getting any results.

There is exactly that node if I understand the question correctly: the Switch node.  Also, I have used it for the purpose you are describing, to switch off a boolean operation so I can make some changes without it.

Thanks, goldfish, that also answers my question. There are just so many nodes that I missed it

One way is e.g. don't instance elements with a switch:

or instance less...

to disable whole nodetree use separate geometry:

Note: i had contact to one of the developers of GN and he gave me the hint to not use the boolean mesh node because it is very slow and a bit buggy. So maybe you should use "delete geometry" node instead, if feasible.

Oh! Thanks for the heads up about using "delete geo" instead of boolean. That's really helpful advice, plus, it sounded like they might decide to ditch the boolean node. I'll try to digest the rest of your answer first. I'm pretty new to geonode stuff

Well…if I see your node tree you cannot be that new….

For more convenience, use a switch node combined with the Is Viewport boolean.

The input boolean (in my case "Use Proxy") can be controlled via the modifier panel. By adding the Is Viewport it only triggers in the viewport. This is useful, if you don't want to reset every switch before rendering.


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Applying existing multi-material from a geometry node mesh
I have a mesh, (in this example 4 planes joined together), each plane got a different material:

Is there an automatic way of telling geometry nodes to apply the same material as it was before without manually selecting and telling which material is assigned? Something like how "From Instancer" on Texture Coordinate worked before on an Image Texture which automatically changes the particle colour?

This is how you can do this setup:

I used Transfer attribute to get material index and set it into set material index
Instances should be realized to have an ability to set different materials for each object.
Capture attribute sets index per instance instead of per face.
Also, if you have an instance prepared with the same materials as the plane, you can simplify set-up like this:

oh wow! so that's how the material index works, thanks so much! I learned a lot from this :D

Managing UVs and GeoNodes is notoriously kind of hard right now. Bu i know that the channel Deafult Cube had a workaround for this. But i cand find the video right now, so if you search for it for it, maybe youll find the answer.

I've been watching his vids along with other blender channels, so far haven't seen him tackle this. But it's all good, Crantisz got the answer I was looking for :D Thanks!


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In Geonodes, combining any 2 arbitrary closed curve to form a filled mesh between the two curves
I'm trying to combine two closed curves, (for example, two circles, to form a flat doughnut-like shape, or two different shapes like a square with a circle inside.)
I've tried to play around with geonodes but I can't find a way to do this. I tried to play with "Curve To Mesh" and "Extrude Mesh" but none of it worked for me. It was easy outside of geonodes using knife project, but I wanted to find out how it would be done with geonodes.

Oh, one more thing, I'm trying to avoid using mesh boolean difference because of performance issues.
Any tip or guidance would be greatly appreciated. I'm very new to geonodes, just started out when 3.0 was released. I love the geonode concept so I really love to learn a lot about it. Thanks!

do you mean like this?

Just join two basic curves and use fill curve.

or a "donut" like thing:

aw fudge, that was embarrassing. I was wondering why yours worked and mine didn't until I realised I was using Mesh Circle instead of  Curve Circle.  Thanks again, Chris. This is so embarrassing.

no problem. I am fighting with geonodes so often.... ;) and watching tons of tutorials  and wondering what is already possible with it ;)

Mind if I ask a follow up since you mentioned the Extrude? Or should I post it as a separate question? Whenever I extrude, the bottom part is open, I usually just add another extrude and join the two, but when I inspect the normals, the one at the bottom becomes reversed normal. Any tips on that?

oh, there's a flip face node that i could use with the second extrude, but is that the right thing to do?

pls open a new question so everybody else who has the same question as you can read it too and learn from it too ;)

but yes, that's right to do, i read another question. Extrude will not close face at the bottom.

sure thing, thanks again Chris :) you've taught me a lot :D

thank you and glad i could help!


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Restoring an object to its original form after being used on boolean
Without deleting the default cube, I added another object, an icosphere.
I used the icosphere to perform boolean subtract to the default cube.
Then I decided to duplicate the icosphere that was already used for boolean subtract.
Question: How do I restore the duplicated icosphere into its original form before I used it for boolean subtract?
This is probably basic, but I couldn't find any information about it on the internet. I've been tinkering for quite some time now so I decided to stop wasting my time and just ask here.

When you set up the modifier on the first Icosphere the Viewport Display was changed to Bounds.
To fix this:

Select Icosphere.001
Go to the Properties Editor -> Object Properties and open the Viewport Display panel.
-In the Viewport Display panel change Display as to Textured by left clicking on Bounds and selecting Textured from the dropdown menu:

This is part of a fairly common workflow for non-destructive Boolean modeling.  The Icosphere is called a cutter in this workflow and its viewport display is set to either Bounds or Wire.  This is so you can have an idea where the Boolean object (cutter) is, but you can also see what it is accomplishing -- as you move it around.
The normal setting of Display As for non-cutter objects is Textured.  This is slightly misleading.  The way that Display As works is that it sets the maximum that will be displayed; but the Viewport settings in the header control how close to the maximum the viewport display will really be:

If Wireframe is chosen from that menu, then objects will all be shown as either bounds or wire.  If Solid is chosen, then objects that are set to Display as Solid or Textured will be displayed as Solid.

ugh, I knew it was easy, I didn't know it was this easy. I must be very tired to have missed that. Thanks a lot. :)

It's easy to miss things in Blender, even after you've used it for years.  There's a lot there to remember.


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Python - How to directly edit the polygon point order in a script ( MeshLoop)
I require a utility that will go through each quad in a mesh, and potentially change the order of the points based on custom criteria, which will essentially change how the quad is triangulated. It is for optimizing a low polygon mesh to favor quads such that the surface looks as smooth and round as possible. So it will always favor a convex surface rather than concave. I have done this in a custom solution using OBJ files, but I would like to have a script in Blender do it so I can preserve multiple UV sets, UV pins, and other data that is blender specific.
The example scripts I found refer to the mesh.polygons collection which contains indices to the mesh.loops collection, which is read-only, so I cannot edit it.
So, given all the quads in a mesh with points {A,B,C,D}, how would I edit it in a script such that the ones that meet the criteria becomes {B,C,D,A}?
p.s. Please note that the solution I require is not quite the same as faces->triangulate faces->beauty

The operator add mesh and addon add object python script templates in the text editor both create a mesh from input data. Including vert indices for each face in winding order.  Using these can you create an example to demonstrate how changing the order favours convexity.  https://blender.stackexchange.com/questions/56993/how-can-i-export-my-blender-model-as-a-python-script/136440?r=SearchResults&s=1|40.3228#136440

The issue with that approach is that I need to preserve additional data such as multiple UV's, UV pins, etc. and reconstructing the mesh would result in that information being lost. I did come up with a brute force solution that works, but will wait to see if a better solution arises before posting that info.


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Rendered view different than camera view in Viewport
I am new to blender and I have been learning from Andrew Price's youtube beginner tutorial series. So I am making a donut and coffee and I have enabled Lock Camera to View but my final render is different than the camera view in Viewport.

it seems that you have a keyframe on the timeline on frame 2, maybe on that keyframe you staged the camera in a different way than frame 0 or 1. Try to remove all keyframes from the timeline, then go to frame 1 adjust the camera in the way you want and render (be sure you are at frame 1)

Thanks a lot, man. Worked like a charm !!!

I tried this, but did not work.  I had 8 keyframes and cleared all of it.  I also deleted the current camera and added a new camera.  Then, added one keyframe at frame 1.  on rendering, the view was still different from the viewport's view.


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Blender is not rendering my animation in Cycles, even though it is set to that, why?
I try rendering my animation in cycles, and I have it set to PNG sequence, and it is set to cycles in the sidebar tab. It renders out very quickly though and I know that shouldn't happen, it should take a few hours. It does look good though, however, I bring the sequence photos into the video sequencer but the video is very slow and makes it hard to edit or add sound. Anyone know why?

Does this answer your question? What image format encodes the fastest, or at least faster? PNG is too slow

If there are image strips in the Video Sequencer editor, Blender ignores the scene and the cameras, rendering the image strip instead. Deleting the image strip or unchecking the "Sequencer" checkbox should solve your issue.

Generally, however, I'd recommend that you process the image strips in a different file from the one you used for rendering.

That sounds very familiar from my early Blenderings.  I'm guessing there is an image sequence in the Video Sequence Editor and/or in the Compositor.  Suggest you open the Post Processing flippy triangle way down at the bottom of the render output panel.  Blender seems to render first what is in the compositor and then what is in the video sequencer and, finally, what's running in the 3D viewport.  Either delete all .PNG sequences or videos from the Compositor and the Sequencer or uncheck those two boxes (Compositor and Sequencer) under the Post Processing panel.
The clue you gave that it seems to render too quickly I think means that it's finding something else to render first.
Let me know whether this was the problem, as I have seen several others who are reporting the same problem.
HTH


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How to make a Python list of all the z-values of vertices on a plane, then manipulate them over time?
I made a Python program the other day that simulates an Abelian Sandpile Model, and I'd like to visually represent and animate this information. However, I know little-to-nothing of Blender's Python module(s).
What I would like to do is, first, write a function that generates a square plane with a vertex at every whole unit. In my finished code, I have a function called make_area(x_length, y_length) that works as follows:
area_object = make_area(5, 5)

# output below
[[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0]]

I would like those zeros to correspond to the z-values of each point in the plane.
The next step would be to programmatically change one of those zeros to a power of 2. My code has a function for this as well:
make_sandpile(area_object, (3, 3), 2**12)

# output below
[[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 4096, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0]]

Then, over time, each vertex would be checked for height and "toppled" accordingly.
(see: Numberphile - Sandpiles for the logic behind this)
I already have the Python code all written and tested, but I have no idea how to translate this into Blender's Python module(s) and make a 3D animation of it. Any help you could provide would be massively appreciated!
As context, my code is listed as "An interactive variant to the above solution:" on the Rosetta Code page, under the Python header.


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How to play multiple actions using action actuator?
There is some actions that i created for a human character like walk, jump and saying bye. I want to play these actions one after one using action actuators or any other way. I mean if i want to play walk action first, it starts in frame 0 and ends in frame 20, then after played that action, next jump action should play. After that, it should play saying bye action. These 3 actions should play one after one.
When i am trying this with action actuators, it is playing the last action only. I tried with changing the priority of these actions, then it will play only high priority action. Also i tried with changing layer then it plays only last action. Also i tried with changing start and end time. I changed them to, if first action start time 0 and end time 20, then second action start time 20 and end time to 40. but it not worked.
Below code shows that how i used action actuator. if it needed i can upload .blend file too. if there is any other way to do this without action actuators, please tell me.
def play_actuator(actionName, start, end):
    cont = bge.logic.getCurrentController()
    act = cont.actuators["Action"]

    act.action = actionName
    act.frameStart = start
    act.frameEnd = end
    act.priority = 0
    act.layer = 0
    cont.activate(act)

Make sure your Current Frame on the timeline is set to the frame before the first animation. Usually 0. Then make sure the first animation starts at 1 and not 0.


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(Blender 2.8) Smoke not showing in Physics Properties
The smoke physics is missing and I don't know how can I fix that. Thanks for helping me !
Here's the screen of the physics properties.

It appears that the smoke simulation is now under fluid for 2.82

Now Blender doesn't show smoke because it is under fluid physics. Select fluid in the physics properties, and set as flow and type to smoke.


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fast creation of multiple primitives
I want to create multiple primitives such as spheres via python, but my current approach is too slow:
import bpy
import time

t0 = time.time()
for i in range(400):
    bpy.ops.mesh.primitive_ico_sphere_add(radius=0.5, location=[i * 10, 0, 0])

t1 = time.time()
dt = t1 - t0
print(dt)

This code takes about 5 seconds, which is just too slow (why?). Is there a way to make it run faster? I suspect creating the mesh every single iteration might be too slow and there is probably a better way to create multiples copies with the same shared mesh, but only different positions, which might be faster.

Create Object instance in Blender is slow since there is a whole object class need to be instantiate.  Did you mean Duplicate Linked? bpy.ops.object.duplicate_move_linked

Also relative one: https://blender.stackexchange.com/questions/7358/python-performance-with-blender-operators

For any of the linked dupes pre 2.8 may use scene.objects.link(ob) change to collection.objects.link(ob) for 2.8


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Hair Particle System Not Showing Up In Render

I am running into an issue where my hair particle system doesn't appear in the render. I have previous iterations that would produce the hair in the render so I am stuck on what settings I could have changed to result in the hair particle not showing up. The image on the left is what I see in the viewport and the image on the right is the rendered result. I have made sure the
I am using blender 3.4

You find how to fix this?
I have the same problem