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texture painting one object also paints another & vise versa
Whenever I texture paint a portion of one of my objects, it also paints part of another and vice versa. The objects are not parented and were never part of the same object, and I cannot think for the life of me how they might possibly be linked.
My x wing, the s foils (wings) on opposite x & z axes in the same objects, the problem applies to one of the 2 wing objects, but not the other

Arent you using the same material for the whole model?

I'll ignore the symmetry you have active for now, as the UV problem i see should not be affected by it. Still, symmetry while painting on bad UV's can give headaches too, but more to that below.
From the picture, which is all i have to base my answer on, it looks like the UV's of all objects are on the same texture (one material for the entire X-Wing) and while they are unwrapped, not all faces belonging to a surface are together in islands. Some faces seem to be switched around. It's not possible to see in this picture, but i would guess that some of the UV's may be lying on top of each other and thus painting there paints on the underlying UV's, thus the object it belongs to as well.
I would suggest make a backup of the file and then generate new UV's, be it by doing it from the scratch, or by selecting already ok islands and moving them aside first to find the broken up ones and fixing them.
I'd go through the objects and select the surfaces in question, when the UV's show up highlighted, grab them and move them outside the texture frame, if you find UV's that are lying on top of another you found the problem. By re-positioning them so they do not overlap, you can fix the problem. Some UV's as i mentioned seem to be broken up and could be fixed as well. For that just select all the corresponding UV-faces and unwrap them again (you need to know how though, as UV unwrapping is a bit too much to explain here) You could try "Smart UV project", but mainly the overlapping UV's are to be re-positioned, as long as all UV's are packed anew and have some space around them, painting in the 3D-View should work fine. Having the faces of a surface in one island though makes for a cleaner picture and avoids some texturing problems in the long run.
Once all UV's are spread out and none are overlapping anymore, you can select them all and first "UV->Average Islands Scale" and then "UV->Pack Islands". That will bring the sizes of the UV's to an average in relation to the size of the faces on the object and then pack them on the texture frame.
Now you can paint to your hearts content.
Happy blending.

thank you for your input, I ended fixing it by deleting the wing which had its material inexplicably linked to the hull and just duplicated the other wing, scaling it by -1 on the z axis


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Tank tracks seem to be not following the curve
The curve and array are applied properly but it seems it doesn't want to follow the curve but go straight.
When I move the model it all rotates at the same time. I have tried tutorials but nothing works.

Order of modifiers is wrong, Array should to be placed before Curve deform

Thanks. I was baffled.

source: Stack Exchange

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

sort: votes


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2D draw mode can't get non-transparent line and paint color
I'm quite new and the vocabularies are difficult for me who is not a professional drawer and so I'm having a lot of trouble looking for the help I need.
Basically, I'm unable to draw a line without transparency. I don't remember clicking on anything unusual in 2D animation (draw mode)
Even when I try to paint (fill), it is transparent and so I have to go over several times to make it thick enough so we don't see through. Is there a button or something to get rid of transparency? My strength is at max.
Please help me. I spent so much time trying to find solution but I couldn't find.

I think opacity is on max.
This is the screenshot:

I finally discovered how to solve this problem! For anyone who encounters the same issue, here is the solution!

Is your opacity on max? Check the Object Data Properties Tab (the one with the green squiggly line). If that's not it, can you post a pic with that Tab open?
Hmm, check all the layers for their opacity, other than that maybe the Masking causes it? (the dot next to the layer name)

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


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I cant make an stencil using texture painting
I am trying to use a stencil using an Alpha Mask so I can place a typography (png image) to a 3d model. I tried  it a few days ago an it was all fine however i made a new mesh and now its seems that I cant make it work.
I made two basic bsdf materials, along with a texture with 0 alpha level, the texture attached to the secondary material. The texture (material base color) is also connected with the fac of the Mix shader. The Brush is set as "Mix". I also checked to flip normals in case I have been painting on the inside of the model.
I dont know what else to try. When I click the left buttom of the mouse the color of the model gets a little darker, thats all.

https://blender.stackexchange.com/questions/169442/simply-adding-an-image-to-mesh-uv-confusion/169452#169452 refer this link I guess your's is the same question. There's also a youtube tutorial for this https://www.youtube.com/watch?v=VnfTSXWF21 Hope this helps you

I had the same problem, but then I realized, that my normals where flipped.
So to be able to draw with the stencil method, make shure that the normals of your mesh are oriented the right way (blue) or turn off backface culling in the brush settings (active tool and worspace settings > options > backface culling).

There are two common methods to use a PNG as stencil on a model, and I think you're confusing the two together.
One is to use the alpha channel as Fac to choose which color (or material) to show; in this case, no texture paint is needed, and the location of the stencil will be decided by moving the UV, eventually using the possibility of multiple UV maps, creating one to be used exclusively for the material of the stencil zone.

The Other is to use the PNG image as a stencil in texture paint mode; in this case, the PNG has to be loaded into a texture, and this texture has to be loaded in the texture slot of the brush settings, while the material is simply the texture you painted, without any need of alpha channel. Remember to turn its mapping to "stencil" while painting and use the Right Mouse Button with Shift and Ctrl modifiers to move rotate and scale your stencil.

I am trying the second method you described. The texture uses a png, is on "stencil". I can see the brush, but when I rigth click in does not "paint". I followed a brief tutorial:  https://www.youtube.com/watch?v=VnfTSXWF21A

I migth use the method using the uv map, but I want to know why I cant make the stencil XD

Right click is for grabbing, left click will paint.

@joshsanfelici I am having the same problem. I get to the point where the stencil pops up but I can never get it to actually have any affect


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My Character spins uncontrollably when ever I change it's physics to character in BGE
so Iv'e been having this problem, that I have no idea how to fix. My Character spins uncontrollably when ever I change it's physics to character in BGE, and I cant get it to stop. I imported the character file from FBX to blender, and I think it has something to do with that


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What is more expensive - having 1.0 filter_size and use_filter_size_min = False or 0.1 filter size and use_filter_size_min = True?
Working with blender 2.79.
I'm trying to improve the quality of the jagged edges of the texture by having as few computation resources spent as possible (even 50ms difference is important).
After rendering, the texture looks good with these settings:
texture.use_mipmap = True
texture.filter_type = 'BOX'
texture.filter_size = 1.0

However, it turns out it increased processing time a lot compared to the old solution, where the filter size was smaller (which makes sense):
texture.filter_size = 0.1

After checking API I found that there is neat option
use_filter_size_min = True

That improves quality greatly in my case, with a 0.1 filter_size value!
The question is, what exactly use_filter_size_min does and is it better to have it True with a smaller filter_size, or is there some hidden expensive thing going on under the hood?
From my understanding, yes, it's better to keep a smaller filter_size, but I'm not sure.
Unfortunately, I can't measure performance reliably right now, only quality, so I'd like to hear opinions and suggestions. Thank you.


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how to use To Sphere, Shear, Bend, Push/Pull operations in Object mode
can someone explain to me what or how to use To Sphere, Shear, Bend, and Push/Pull operations in Object mode in the blender they don't seem to do anything in Object mode so why are they there?

Push/Pull certainly works in Object mode. You do have to have more than one object selected of course. Bend works too although I've never found a use for it. No idea about the others. I never use them.

It works if you select several objects, each one will work as a single vertex, example with the Shear operation in Object mode:


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Help with a curved part of a model
If someone has asked something similar before, i'm very sorry but i couldnt find anything myself. I am a very new user to blender just learning for a bit of fun and to develop some new skills with the freetime I have. I'm just trying to model some random things around the house to just make the modelling process feel more natural and practise what i've learnt. I'm having a problem with this boat, more specifically the front hull, with the curvy surface and slant forward. I've tried to use loops and edited it by hand,aa well as through booleans, but neither come close to the effecf i need. Any help or guidance would massively appreciated

Add some images of what you've tried and we might be able to help. You can do that within Blender by using the Window > Save Screenshot menu and then edit your question and add the image into it.

you should probably start with something way simpler and practice first. lots of tutorials online :)

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

could you please highlight the part you're talking about?

For that kind of smooth hard surface modeling you usually need to use simple geometry with a subdivision modifier on it. This lets you adjust the shape manually but without having to move more than a few vertices by hand.
You can use creases to make sharp edges. Booleans also work with it.

Here's a video on how the creases work:
https://www.youtube.com/watch?v=u3PFgmsxktI
For the blue border you could duplicate the edge on the base model and turn that into a nurbs curve, then give it a round profile:


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How to change material to another material automaticly per frame ( not in the same material nodes )
I'm working on designing furniture, and the idea is to have several renders of the same furniture pieces but with different materials ( no changing of camera ).
Since I'm looking to render 30+ different versions, I don't have the capability to create a material with different textures that change with a mix of RGB.
What I'm looking for is more like:
frame 1: material #1,
frame 2: material #2,
and so on.
and let them render
Is there a way to change the material per frame?
Thank you very much in advance !

Just add this simple Geometry node setup to your object, remembering that counting starts from 0, so if you have three materials, they will be presented on frame 0,1,2.

Thank you very much,
this is so simple... I never tought of geonodes for this !!!

@FelixMaison I was a bit slower... I thought about maybe not just using the original geometry, but maybe some new geometry created in the nodetree - that took a bit longer :D  Apart from that I thought the Index Switch is a bit more flexible because it does not require all materials to be added to the object, for example if you have materials in a asset library.

https://i.sstatic.net/KPFoQyfG.png thank you for both reply, since I'm modeling the object then add texture I use the first technique with two vertex group in order to have full control on the materials ! thank you again for your clear answer

With Geometry Nodes there are basically two ways (probably more?), first of all depending on if you are using the original geometry or have geometry generated by the Geometry Nodes nodetree. I'm making a simple example with only three materials
Original geometry:
The second method below would work here, too, but this one works like this only with the original geometry from the Group Input.
Let's you have a sphere object which should show the different materials. This sphere has three materials, the slots have the indices 0, 1, 2. If you now add a new Geometry Nodes setup, you can use a Set Material Index node to decide which material the object should show.
Plug a Scene Time > Frame node into the Index input and the material changes per frame. (I subtract 1 because the index always starts with 0, but my frames start at 1.)

Generated Geometry:
In this case, the generated geometry like this Mesh Primitive > Cone does not automatically gets any of the materials of the original geometry assigned - this has to be done with a Set Material node.
This also means, the indices of the material slots have no effect. To have materials to choose from you can use an Index Switch node set to Material.  To get enough slots you can click the Add Item button in the sidepanel.
Then you can select materials for the empty slots. The good thing about this method is (which would also work with the original geometry as mentioned above), it does not need all materials on the original object. As long as they are in the scene, they can be selected here.

The result for both setups (apart from one being a sphere, the other a cone) is this:


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Rotate Object to align it to Z axis
I have a object that I need to separate per face and put them all flat on the floor,
I need to rotate the object based on a face normal that it will be oriented to the Z axis,
the issue is I dont know how to take this face as a reference and rotate it to a 0° on the Z faces

Do you need it to be multiple objects ? That kind of job can be achieved with geometry nodes, but it would be only one object.

Yes it is for 40+ faces, but If there is a solution for " one " object I can replicate ot for the others

My question was : do you need these objects to be separated ? Or is it okay if one object contains all the faces ?

sorry for the misunderstanding, no it can be on the same object

What should happen if faces aren't flat ? Quads and ngons don't guarantee to have flat faces.

GN - Flatten faces on XY plane
The nodes I'll present will separate faces, rotate them to align their normal to the Z-axis, and flatten them on the XY plane. You can ignore the Debug message block, only there to help you know what the nodes are doing to your mesh. There are 3 points to note :

You can disable the triangulation in the modifier panel, but it may generate distortions : if some faces aren't planar (quads/ngons), they will be distorded. The more flat is the face, the less distortion it will get. The warning is purely an estimation.
It guarantees that all normals are aligned to Z-axis (equivalently, face outside is pointing up, face inside is pointing down). But the rotation to get there is arbitrary. So, you may feel some faces seems to have rotated around the Z-axis compared to what you would expect.
Faces will overlap each other, I didn't attempt to spread them apart. Viewed from above, the face center will not move.

Separate non-tri faces into tris
Separate all faces with Split Edges (splits faces at the edges)
Store the face center position for later use
Rotate vertices around their facePosition, so that the normal is aligned with the Z-axis
Flatten faces on the XY plane, by forcing the z-position to 0. The previously mentioned distortion for non-tris happens here.
Will output a warning if Triangulate is disabled and if it appears some faces aren't planar (based on an estimation, you can tweak the Threshold of the Is Face Planar node. You can delete this blocks, only a debug tool to help you.

If you're lost with the nodes, you can Ctrl+Shift+click the nodes 1 to 5 to see what they output (maybe you need to have the Node Wrangler extension enabled). You can also ask me for more details if need be.
Output and blend file

wow thank you, it is prety awesome but, I'm sorry what I was looking for is way easier,
it was just rotating an object base on one of his face so that this face is oriented to the Zaxis, I dont need to oriented all the faces from this object to Z the W axis
I'm definitly gonna use your node but for another project!

@Felix Maison if the answer is correct mark it as such   ;)


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Blender 2.81 crashes when trying to save a new file
I have an issue in Blender 2.81 in which it crashes whenever I try to open a file, save a new file, or try to edit the file paths in preferences, however, I can still drag and drop a file to open it and press ctrl+s to save an already existing file. Also, autosave is working and saving in the tmp folder. I'm using Ubuntu 18.04.2 LTS

Okay that shouldn't happen.  I have been using 2.81 since the early beta and haven't had any troubles.  I run on BunsenLabs which is also Debian-based so should behave roughly the same way.

This appears to be a bug related to the Mesa graphics driver reported in T69669 and T69461. The reports sound like Ubuntu may have backported a fix.

Ubuntu has now upgraded to Mesa 19.1.4 through their regular software updater.  Problem is resolved by Ubuntu.

Thank you, in case anyone else has the same problem, I fixed it with sudo ppa-purge ppa:ubuntu-x-swat/updates


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Audio reactive animation
I know is possible to make things react to an audio intensity, but is there any way I can make it react to the different frequencies?

Yes. The common way in blender to  "make things react to audio intensity"  is bake sound to f-curve.  The default settings cover a wide frequency band.  The frequency range can be set using the low and 'highproperties.  Script version here https://blender.stackexchange.com/a/30786/15543 (for 2.7x)  For example to bake A4 note set high and low to 440(Hz). I wrote an addon for this https://blender.stackexchange.com/a/39241/15543 but lost interest (while 2.8 came around and had to wait for newbgl` module)   It is also possible via animation nodes addon.

Thank you very much.


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Block camera roll while following path
I'm trying to make the camera do a kind of tracking shot in 3D space. So I created a bezier curve, added a Follow path constraint to the camera, and selected the curve.
Then, since I want the orientation of the camera to change, I checked Follow Curve, and this is fine.
Except, I'd like only the pan and the tilt of the camera to be affected by the path, not the roll. Since the curve is not horizontal, the roll is affected too.
is it possible to block the camera roll? What's the least difficult way to do it in Bender?
I already tried to use an additional Limit Rotation constraint, and even make an empty follow the path and parent camera to empty, but it didn't seem to work. Maybe it's a matter of global vs local axis?
Thanks

As a first shot, if you have used a 'Follow Path' constraint,  -Z tracking, Y up, then ensuring the Tilt of all the curve's control points is set to 0, and setting the'Twist Method' to 'Z up' in the curve's Data tab > Shape panel should be enough.


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Weight Paint works on only one area
So I got a problem. I recently started with Blender and I created this low poly character. I already rigged her and moving the bones works good. Now I wanted to do some weight painting to prevent certain bones to move certain parts of the mesh. The problem is that I cant use weight paint properly.
So here is my mesh with weight paint. You can see that when I select the bone the automatic weight paint works just fine.

On the second image though you can see the only part i can actually paint. Its only this specific part of the head, thats it. Someone ever had this problem and knows a fix for this?
Thanks for your attention!

Have you perhaps locked some weights?

I didn't lock anything as far as I know but there is a great chance that I did that by accident. I definitely look into that tomorrow/later. I update it once I tried. Thanks for the reply :)

Just in case: https://blender.stackexchange.com/q/72358/30849

@Leander I followed the short tutorial you send me but they are all unlocked. When I lock them then of course no paint can be applied. But when unlocking all only the same part of the head can be painted. I tried different Models and I got the same problem on every model I create. For example I created a Sphere in a new file and directly head to Weight paint. There I can also just paint one paticular area. I think I got a problem with the settings maybe? Or what else do I need before weight painting?

Ok I found out some new weird stuff. So I changed the screen lay-out to "compositing" ( it works in others aswell), and there it actually worked on the right side of the model ( only the right side). Maybe someone can use this information better than I can...

OK I finally found my error after so many hours. It is REALLY simple to anyone having trouble. So you have to (de)activate on the bottom task line the "limit to selection to visible" and it starts working for me.

The problem is in your Mesh. Go to edit mode, select all Polygones an then click ALT+N and chose recaculate outside.
That is because the Polygon have 2 sides. Front and Backside. You cant paint on the backside of the Polygon


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Some faces don't show the assigned material
I did a random selection and assigned a new yellow material to them. The image below shows all the selected faces on which I assigned the material. However, as you can see, only few of them have the color applied. I tried to select those faces individually and assign the material on them. They still don't show the color. Weird thing is that when I click on those faces, it does show on the material properties that they have the yellow material assigned. Why is it happening?

Looks like you have duplicate geometry and overlapping faces

Thank you! You seem to be right, but I wonder why it happened. I just subdivided a cube, extruded individual faces and did inset faces.


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How does Blender Achieve Minimal File Size in Exported FBX Files?
I've been using the FBX SDK to write an app that generates 3D meshes from raw data. With tens of thousands of data points, these FBX files can becomes quite large, maybe 600 mb.
I have also used Blender to export FBX files. With similar (or greater) polygon counts, the file sizes are drastically smaller.
What is the secret sauce in Blender's use of the FBX SDK that causes the Blender exported FBX files to be so concise?
I would be grateful if someone could point me to the proper place in the Blender source code for FBX export, so that I can compare it to my code.
Thank you!

Could be the way data is written (ASCII or Binary) (could also be also a compression level dependant of a variable or fbx version when compressing in binary.
I'm also looking for a way to reliably could what size i'll have in output depending on vert/edge/face/uv/attribute/textures/etc.. I have.


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Save animation that contains multiple objects as fbx
I have a folder containing multiple .obj and .mtl files.
They represent the mesh and the color of a certain material for different time steps.
I managed to create an animation with the following script:
import bpy
import os
from typing import List

def load_objects_from_obj_files(directory):
    # Create an empty list to store the imported objects
    imported_objects = []

    # Create a set to keep track of the previously imported object names
    imported_object_names = set()

    # Get a list of all .obj files in the directory
    obj_files = [file for file in os.listdir(os.path.normpath(directory)) if file.endswith('.obj')]

    # Iterate over each .obj file and import it into Blender
    for obj_file in obj_files:
        obj_filepath = os.path.normpath(os.path.join(directory, obj_file))
        bpy.ops.import_scene.obj(filepath=obj_filepath, axis_forward='Y', axis_up='Z')

        # Get the newly imported objects by comparing their names and skip duplicates
        new_objects = [obj for obj in bpy.context.selected_objects if obj.name not in imported_object_names]

        # Append the imported objects to the list
        imported_objects.extend(new_objects)

        # Update the set of imported object names
        imported_object_names.update(obj.name for obj in new_objects)

    return imported_objects

# This function was posted on stackoverflow (https://blender.stackexchange.com/questions/237006/how-can-i-create-an-animation-from-a-sequence-of-obj-files)
def build_animation_from_obj_files(all_obj_objects: List[bpy.types.Object]):
    """Loads a sequence of loaded blender objects and adds them to a given animation

    Args:
        all_obj_objects (List[bpy.types.Object]): The obj objects loaded from memory
    """
    # Set the starting frame to 0
    obj_frame_start = 0
    obj_frame_end = len(all_obj_objects) - 1

    # Set the scene frames in the UI.
    bpy.context.scene.frame_start = obj_frame_start
    bpy.context.scene.frame_end = obj_frame_end

    # Now, the high level idea here is simple. For each frame, we need to set EVERY object
    # as "invisible" on render except "frame". So if we have 500 frames worth of objects
    # we would then iterate through all the frames, set every object's "hide_render" field
    # to "True" and then just this frame's "hide_render" is set to "False", showing ONLY
    # this frame on the render.
    for frame in range(obj_frame_end):
        # VERY IMPORTANT. We need to set the frame here to ensure that the proper frame
        # is active when we set the frame states
        bpy.context.scene.frame_set(frame)

        # Now, we have to iterate through ALL frames to add the keyframe for this scene
        # frame.
        for i, ob in enumerate(all_obj_objects):
            # If our iteration has reached our designated frame, mark it as visible
            if i == frame:
                ob.hide_viewport = ob.hide_render = False
                ob.keyframe_insert(data_path="hide_viewport")
                ob.keyframe_insert(data_path="hide_render")
            # Otherwise, set it to invisible
            else:
                ob.hide_viewport = ob.hide_render = True
                ob.keyframe_insert(data_path="hide_viewport")
                ob.keyframe_insert(data_path="hide_render")

# Path to the directory containing the .obj files
directory = r'C:\Users\username\obj_files'

# Create objects from .obj files
imported_objects = load_objects_from_obj_files(directory)

# Call the function to build the animation
build_animation_from_obj_files(imported_objects)

The animation is working properly in Blender, but I only see one of the objects when I save it as .fbx file.
I would like to know if there is a way to save the whole animation as a .fbx file. I tried many different ways (chatGPT) and no luck. I am starting to think that this approach that I have is not the most suitable for it.
What is your advice?

I don't think object visibility is an exportable property to begin with.
If you want to use that in another software, you should animate in that software instead.

Concerning the export issue itself:
I bet the issue here is that you export the objects with "Selected Objects" enabled in the export options. The issue is: in Blender, you can't select hidden objects. So I bet the only object you get in the resulting FBX is the one that was visible at the frame you were when exporting.
The simplest solution to that is probably to add one frame in your animation (frame zero for simplicity) where all objects are visible. And export from that frame.

Thanks for your comment.

There's the votes buttons and the answer acceptation checkmark if you want ;)

Sorry, I thought my comment was not posted because I wanted to elaborate it (not just say 'Thanks for your comment'). I haven't found a solution for this yet. As you said, fbx only saves the selected object and I don't have the "Selected Objects" enabled.
But your solution doesn't allow me to do the animation that I want.

There aren't many solutions when the data you wish for isn't supported. You need to give more information then. In which software will you import this animation? Do you have to do the animation in Blender and not in the target software?

The end goal is to export a fbx file to Unity 3D. I have multiple .obj files that represent an animation. I would like to merge all these obj files and show them in Unity as a single object.

I haven't used Unity in a long time but I am pretty sure you can do such animation in Unity. You can even program it entirely and have no keyframes involved at all.

Thanks. I thinks that what I will try to do. After all, my objects have the same number of vertices. Which makes me think it will be easy to do it. But I can't not avoid the fact that I have multiple .obj files and .mtl in a particular folder.

You can always import the .blend file you made into Unity and work from there.


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How to change a Shortcut for Sidebar scrolling?
I found out that newest Blender version as 3.6.1 or 4.0.0 Alpha have a new hotkey for Sidebar scrolling and it is CTRL + Wheel Up/Down. Earlier is was simply Wheel Up/Down. So how to change it back? I didn't found a way to change it in Preferences -> Keymap. Maybe you know some way to easily create an addon to change or maybe I can do it through some Config in a root folder?
Thanks everyone for answers!

I use absolutely Default Settings and Default Keymaps but it is still with CTRL. It's so strange.

@Gorgious I don't know if he messed up something. In my Blender 3.6.1 I have to use Ctrl with the mouse wheel, too. It isn't like this in my 3.5 version.

@Gorgious let my clarify something. My wheel press works as well but this let you move Sidebar Up and Down. But I speak about Scrolling/switching between Tabs in Sidebar when I want to jump up to another add-on. In newest versions we need to use CTRL + Wheeling Up/Down instead of simply Wheeling Up/Down

Oh, right sorry scratch that, I see what you mean. Thank you for clarifying. I don't know if it's possible to change this shortcut though. It might be a regression from a recent commit, in which case it might be a good idea to report it to the developers

@Gorgious, I created a topic on official site, so if you want to developers fix this, you can support me and leave a comment of your thoughts on this
https://projects.blender.org/blender/blender/issues/110503
I would be appreciate for that

Thank you very much. We'll see what they say about it. Cheers

Under Windows 10, it's still just the scroll wheel without Ctrl in both 3.5.1 and 3.6.1 to switch between sidebar tabs here.

Hi guys, developers answered, this is not a bug, this is re-worked features. When you switching tabs by CTRL + Wheeling and general Wheeling to Tabs stack scroll. But I realized that we can change a shortcut for Tabs Stack Scroll but now way to change shortcut for Switching Tabs.


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Unable to access custom properties on collection asset
I have one Blend file with a Collection that has a custom property with "Library Overridable" enabled. However, when I use the Collection as an asset in another file, I can't access the custom property.
Is there any way to access a custom property from an instanced Collection?


text:
What percentage/ratio are used to scale Blender's background images?
I'm trying to create a plane that is the exact height and width of the image instanced as a background image. What are the exact proportions that Blender uses to scale these images? For example, what are the proportions used to "Fit?" Let's say I have an image that is "275x183", what calculation is Blender using to upscale or normalize it within its basic 1920x1080 / 16:9 Aspect Ratio bounds? and vice versa, if I have an image that is "3840x2160", what calculation is Blender using to downscale or normalize within these "1920x1080" bounds?
My goal is to automate this plane making process for about 100+ cameras, by applying this ratio scaling across a multitude of unique image dimensions.
1st image is a sample image, 2nd image is my desired output, a plane that is sized based on this calculation/formula.
Thanks so much in advance :)

The 'Import Images as Planes' Addon already has the option to batch import multiple images, you can even set a small automatic offset between the imported planes. Also, there's an option to Fit or Fill the Camera's render area when you set the Plane Dimensions to Camera Relative.
This will create all planes exactly perpendicular to the Camera and scale all images so that the rendered images will always be 1920x1080 (or whatever resolution you define in the Output Properties), regardless of their original pixel size.


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How to apply all transformations to an object at low level?
I am new to Blender (and to some extent to python).
I have pieced together this function that rotates and scales an Object at low level by modifying the matrices:
def rotate_scale_object(inObj, angle, axis, scaling):
        rot_mat = Matrix.Rotation(radians(angle), 4, axis)
        orig_loc, orig_rot, orig_scale = inObj.matrix_world.decompose()
        orig_loc_mat   = Matrix.Translation(orig_loc)
        orig_rot_mat   = orig_rot.to_matrix().to_4x4()
        orig_scale_mat = (Matrix.Scale(scaling,4,(1,0,0)) @ Matrix.Scale(scaling,4,(0,1,0)) @ Matrix.Scale(scaling,4,(0,0,1)))
        # assemble the new matrix
        inObj.matrix_world = orig_loc_mat @ rot_mat @ orig_rot_mat @ orig_scale_mat
        #update_matrices(inObj)
        return inObj

I call it in my script as follow:
obj = bpy.context.active_object
obj = scale_rotate_smooth_color(obj, angle = -90, axis = "X", scaling = 0.01)

It works very well: the object is rotated & scaled as expected.
Yet, I am missing a way to "apply" these transformations to the object, as one would do by pressing Ctrl + A and select Apply all transformations.
Is there a way to do this "low level", without resorting to bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)?

Thanks for the suggestion. I will definitively implement it this way.

obj.data.transform(obj.matrix_world) obj.data.update() matrix = Matrix.Identity(4) obj.matrix_world = matrix

Mesh transform
Does a child object inherit the matrix from the parent?
Applying the transform.

Set the basis matrix value to identity for any or all of location, rotation scale.

Transform the mesh and or child objects to reflect the change

For all transforms.
import bpy

context = bpy.context

ob = context.object
mb = ob.matrix_basis
if hasattr(ob.data, "transform"):
    ob.data.transform(mb)
for c in ob.children:
    c.matrix_local = mb @ c.matrix_local

ob.matrix_basis.identity()

To apply only rotation.
Similarly will show the process of only applying rotation.  Transform the data and children such that the rotation part of matrix basis is identity.
Method below uses the Matrix.decompose to reduce the transform into its three components.  The rotation is defined as a quaternion.  Another way to decompose is discussed in
How to Decompose and Compose the local transform matrix
import bpy
context = bpy.context
from mathutils import Matrix

ob = context.object
mw = ob.matrix_world
mb = ob.matrix_basis

loc, rot, scale = mb.decompose()

# rotation
T = Matrix.Translation(loc)
R = rot.to_matrix().to_4x4()
S = Matrix.Diagonal(scale).to_4x4()

if hasattr(ob.data, "transform"):
    ob.data.transform(R)

for c in ob.children:
    c.matrix_local = R @ c.matrix_local

ob.matrix_basis = T @ S

For rotation and scale
...:
    ob.data.transform(R @ S)

for c in ob.children:
    c.matrix_local = (R @ S) @ c.matrix_local

ob.matrix_basis = T

ie set the basis to make identity of applied property, transform mesh and children by the jconverse.  eg applying all is transforming by T @ R @ S and setting to I @ I @ I transform & scale T @ I @ S --> I @ R @ S  (where I is identity matrix)
Method for all or any
import bpy
from mathutils import Matrix

def apply_transfrom(ob, use_location=False, use_rotation=False, use_scale=False):
    mb = ob.matrix_basis
    I = Matrix()
    loc, rot, scale = mb.decompose()

    # rotation
    T = Matrix.Translation(loc)
    #R = rot.to_matrix().to_4x4()
    R = mb.to_3x3().normalized().to_4x4()
    S = Matrix.Diagonal(scale).to_4x4()

    transform = [I, I, I]
    basis = [T, R, S]

    def swap(i):
        transform[i], basis[i] = basis[i], transform[i]

    if use_location:
        swap(0)
    if use_rotation:
        swap(1)
    if use_scale:
        swap(2)

    M = transform[0] @ transform[1] @ transform[2]
    if hasattr(ob.data, "transform"):
        ob.data.transform(M)
    for c in ob.children:
        c.matrix_local = M @ c.matrix_local

    ob.matrix_basis = basis[0] @ basis[1] @ basis[2]

# test call
apply_transfrom(bpy.context.object, use_rotation=True)

Recent answer using Mesh.transform Problem with rotating objects by script

Exactly what I was missing. Thanks a lot.

cheers, prob should have used mult by inverse instead of setting to identity.  eg  to apply rotation make a rotation matrix, R apply it to mesh me.transform(R), then mult matrix_world by R.inverted()

This didn't work for me, which is why I asked another question. But it got closed. I wanted to apply rotations to my meshes after adding rotation eulers. In the end I rewrote my code to perform the rotation directly on the meshes instead of using bpy.ops.

Apologies, fixed and fixed. Probably relates to comment above also. Edited this one re-opened other.

Nice one! Thanks for the edits!

@batFINGER your 'rotation only' solution worked brilliantly for me. Thanks very much! Your 'for any' solution didn't work however. I tested it in my class and my rotation gets lost. Might be worth looking into for future problem solving, but I'm happy here with just rotation.

Meant to mention was considering an option to identity parent inverse. Can you elaborate on setup that  "didn't work"

@DrewTNBD this one was recently brought to my attention https://blender.stackexchange.com/questions/223800/how-to-decompose-and-compose-the-local-transform-matrix/223804#223804  may be an option to look at for here.

@batFINGER so what I did was I took your "for any" solution, and I added a self parameter and shamelessly put it into my class. I called it with use_rotation=True and my rotation wasn't applied at all. But when I did it with your "just rotation" solution, it worked fine. But what I am noticing now is that the bounding box for the object doesn't seem to get recalculated. So when I run a object.bound_box call on the rotated object, it still has the pre-rotation values in it. Which really twists my melon!

The two examples in question "rotation only" and "all" when run as above both theoretically are same and testing (so far) glean the same result (consistent with op)  for me. Do you get a differing result using as above?  Consider re-jigging your question re issue, since it could prob be closed as a dupe of this one now. (my re-opening prior, excludes me from voting to close again)  Depending on use, a Mesh.update() or ViewLayer.update()  may be required

to be sure, there is no way to apply scale in edit mode? and get it back, for instance, after having moved the origin?

@batFINGER first of all - thank you for this function which proved to do the job perfectly for me :) If I could just ask you - is it possible to improve it, so it can handle negative values as well? For example I have an object with scale X = -1 to mirror it along X. Big thanks!


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How to enable Vertex Color Paint in v2.81.16? Can't find material options in new UI
Just installed Blender, not used to this UI. Having trouble finding a lot of things, but getting by. Can't get by without this though, there used to be material options but either that got thrown out recently, or I'm in the wrong render mode.
I think I'm in Blender Render, but I've not seen where that's shown or can be changed in v2.81.16.

Do you mean the Vertex Paint mode as shown in this screenshot?

BTW Blender Render has been replaced by Eevee in Blender 2.80.

First the video, then some explanation:

In the top left corner of your 3D View window, there you can find a Combo Box with the choice for "Object Mode" usually the one you start in, "Edit Mode" and further down "Vertex Paint Mode". That said, materials, you find on the right side down, in the "Properties Panel", all the way down. If you ask for material related settings in the render settings, 2nd from top, then you will have to consider which render-engine you want to use. Evee and Cycles have "some" specific options, while most materials you can set up with the nodes can be used with both. In case something does not work, you can build one material with 2 output nodes, one for Evee and one for cycles.

In the top-right corner you will see this control:

From left to right the buttons are:

Wirefame : Display the object as wire edges
Solid : Display in solid mode
Material : Preview Display material preview
Render : Display render preview


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Half my model isn't flipping correctly and the other half isn't flipping at all
i'm new to blender, but i really wanted to learn so i've been working on a walk cycle for a model i imported from Mixamo: (please excuse the extra armatures that came with it i will remove them)
I understand the process of how to make a walk cycle and i've already attempted to make a contact pose, so now i need to flip the model in the middle, so i selected my whole model and copied pose and then on the 13th frame i selected paste flipped and it came out like this:
I tried using ctrl+m and then x-axis. It works perfectly however it affects the original contact pose on frame 1 and 24, I'm not sure how to fix it and even why it doesn't work in the first place, so any advice i would gladly appreciate. Here is the blender file for it, in case it helps:https://1drv.ms/u/c/7d12f10b0f64059b/EXt6ye5upP9AleqyFNWiO6UBsfbbMgjSzfO3MxMUntz5sg?e=X7GRz7
Thank you.

Hello, it asks for a password, please use another platform

Oh no I do apologise, my laptop is the only device I have for this

Please use here. @moonboots is required to notify him.


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Moving object to exact location rotation of other object
I have two object one is in a slightly different location and rotation than the other. I would like to move the first object to the exact location rotation as the second object so I can animate between the two positions. Is there a easier way to do this than just messing with the location and rotation until it looks like they are in the exact same spot?

one way..

Select all the objects you want to align, with the target last, so active.
In the target's Item > Transform panel in the 3D View, select a 'Location' field, Right-click, > 'Copy all to Selected'
Repeat for Rotation.

The problem is they where added from separate .obj files so they both have 0 XYZ locations and rotations.


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Distorted UV unwrap
So I know this is a common issue but i'm hoping someone can shed some light on it for me...

What approach do i need to take in order to unwrap the main body of the cylinder so that is not slanted. I know I can individually align each UV edge to the Y & X axis but im curious to know if there's a more time saving way of doing this?

What does Follow Active Quads or Cylinder Projection give?

Hi Moonboots. Thanks for the reply. Cylinder project is what I have had to go with for now (this option gives me straight UV's) but this option doesn't take into account the edge seems for the extruded in section, so this part of the texture is now distorted. Follow active quads gives me a different but equally distorted unwrap. For all intents and purposes for this project the Cylinder Projection works as i only need the unwrap to add some text to cylinder body. I figure I can cylinder project the main body and unwrap the extruded section separately and combine

Mmmh... Follow Active Quads sould not be distorted, and yes, do the extrusion apart

I guess I can't upload the image here but the results are straight but still sloped if that makes sense. Anyway.. your suggestion for the cylinder projection solved this issue so thank you.

There was a scripted called Quad Unwrap that I used to use back in 2.79 that could give a more grid like UV unwrap for cylindrical objects all though I'm not sure how it will handle your cut out in your object, If you have 2.79 still maybe you can unwrap part of it there then just re-import into 2.8.      Here's a youtube video demoing the script,  https://www.youtube.com/watch?v=DcFEdK5TQv0&t=6s


text:
2.8 or 2.81 for beginner
I wanna try to switch from Max to Blender and after the release of 2.81 I have the following question - Is it better to use 2.8 or 2.81 for someone who has never used Blender but at the same time is not new in 3d. The reason I ask is that I want to try some cool plugins such as mira, mesh machine, hardops, boxcutter, etc... In Max when you download a new version you have to wait for the new versions of plugins as some of them do not have forward compatibility and may work pretty buggy in the new release. So, have Blender plugins been already updated for the new version or do they have forward compatibility with new version. (and if they need an update how long does it usually take, I still have some time to learn the UI and the basics)

It varies for each addon, you will have to check the addons' documentation.

There is no harm in trying out 2.81 and exploring Blender.
If you are new to Blender, go to page 4 for the playlists of tutorials, which I consider the BEST for absolute beginners.
Blender Tutorials scrapbook
Some addons or plugins get regularly updated. I have two versions of Blender on my PC: 2.79 and 2.8. I just changed the name of folder containing 2.79b files, before downloading 2.8, as I wanted to keep 2.79b because of old addons and Blend files.

Thanks, it is a nice solution that I didn't even consider. Blender is very slim so multiple version installed on one computer is not problem

A directory here. https://docs.google.com/presentation/d/1TyUpu4zylhDkEAKpepI9P6HkvtmonJG7zEBLsHgWCjI/mobilepresent?slide=id.g30cdd00c4b1ec5f9_0.  Inside, I have over 25 scrapbooks on Blender. They are all roughs, study purpose only.


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Blender 2.8: Camera Lens Shift and Background Images Offset
Blender 2.8 offers the possibility to add camera background images (Camera > Object Data > Background Images). I have multiple cameras in my project with different background images. The background images feature is super helpful for that and works like a charm.

However, I am also using the shift X and Y properties for the camera lens (different values for the cameras). The shift moves the camera as expected. According  to this post, the shift is in percentage or fraction of the render size >>> What are the units for camera shift ). Unfortunately the camera lens shift also shifts the background image out of the visible render area.

My first thought was to use just the negative value of the camera shift, but apparently that’s not correct. For some reason I can not find the solution how to calculate the correct background images offset values.
Is there a chance to stick the background always to the render view? Again, I have different cameras with different background images and shift values. Preferred is a solution without adding additional geometry or objects to the scene if possible. Any ideas?

Blender: 2.81
I just installed the newly released blender 2.81 and my problem seems to be gone. Now, the background image always sticks centered to the camera (as expected), but you are still able to give a background image offset (x/y).
Blender: 2.8
However, I also figured out a solution for my problem in Blender 2.8. The offset depends on the camera resolution ratio. Assuming the render resolution X is larger than the render resolution y (e.g. 1920x1080), the math to solve my issue is:
For Background Image Offset X:

There is no magic
A background image offset X of 1 is a shift by the resolution width to the right.
A background image offset X of -1 is a negative shift to the left.
The values between 0 and 1 are a fraction of the render resolution width, e.g. 0.1 = 10%, 0.5 = 50%, 0.75 = 75%, ...

For Background Image Offset Y:

This is a bit more complex, because the shift is related to the
render resolution
First, you need to divide the render resolution height by render resolution width to get a ratio (rr = rh / rw)
Second, you have to divide your camera lens shift y value by the calculated ratio (rr)
Third, you need to double this new value (for some reason?!)
Finally, you can set the newly calculated value to your background image offset y property

Note: If the resolution height is larger than the resolution width, the solution from above is just flipped. Steps from Background Image OffsetX need to be done for Background Image OffsetY and vice versa.


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Why doesn't my GLB export have transparency?
I'm working with a character that has translucent parts. I'm trying to export the final result as a GLB.
Typically the solution is to make parts of the image texture translucent and set the material's blend mode to alpha clip. However, this isn't the case in my scenario:

Instead, alpha hashed gives me the results I'm looking for:

I'm not sure why this is, as I've always used alpha clip when it comes to transparent textures.
When I try to export the model as a GLB with the blend mode set to alpha hashed, the normals appear flipped, and the character's eyes appear to be always in front:

...And when I export it with the blend mode set to alpha clip, the helmet is completely opaque:

Why is this? How can I get the GLB export to look like the blend file set to alpha hashed?
You can find the project files here! Thank you!

Found the solution! I just had to put the transparent bits on a separate material.
I cloned the original material, changed the blend mode to "Alpha Hashed" on the new material, and set the blend mode to "Alpha Clip" on the original material.
Here's the final result:


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Why does my pose position differ from my rest position?
I'm rigging a face! After doing some weight painting, I adjusted the bones so that their placement aligns better with the mesh. Unfortunately, the pose position now differs from the rest position, even though the character hasn't been posed yet. Even resetting the pose with Pose > Clear Transform > All doesn't seem to affect anything.

Upon doing some research, I've found that this likely has something to do with constraints. When I clear the constraints, the position is as it should be, but the rig breaks. However, I don't notice any difference between the pose position and the rest position under the "Bone Constraint Properties" panel. I know very little about constraints, so I don't know what exactly needs to be adjusted.
You can find the .blend file here!
How do I get this character's pose position to match the rest position? Thanks in advance!

I spent hours trying to fix this until I thought "wait. wouldn't it be easier if I just touch up the metarig and regenerate the rig?"
So, I appended the metarig from the most recent version of the .blend file that still had it (version control!), made those adjustments to make it align better with the mesh, and regenerated the rig.
I then parented the mesh to the rig with Object > Parent > Object and added an armature modifier to the mesh, with the modifier's object set to the newly generated rig.

All is well.

And the weight painting still works!

Sometimes the simplest solution is the best one. All I had to do was dig up the metarig and use it to regenerate the rig!

I don't have any experience using rigify but I found that there is a layer for original bones prefixed with ORG and deformation bones prefixed with DEF. Many of the deformation bones have a bone constraint on them which copies their original counterpart.
Here I circled the deformation bones in blue and the original bones in orange:

Hope that helps!

yo did you find this post through twitter

@MEATTAIL I replied on Twitter as well as here for the benefit of whoever views on each platform. But yeah, I follow you on twitter

aaaaa hi :33333

Just tried this! Aligned the ORG bones with the DEF bones, but it didn't fix the issue  unfortunately When I click on Pose > Apply > Apply Pose as Rest Pose, the mesh looks right, but the bones deform. Am I doing anything wrong?


text:
How do I rig this hip belt
I have no idea how to automate these belts that go diagonally around the hips to move properly when the left leg moves. The belts are supposed to stay inside the loops of the thigh bag but it keeps clipping through.
The blender file click me


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how do I constrain a shape key
I made a corrective shape key for a model's hip area, and it works fine when the leg bends forward. But if the leg bends back, the shape key also activates, and then there's a bulge in the upper thigh area. So is there a way to add a constraint to the shape key driver?

The_character_model_file

By default, drivers "copy" the driver value to the driven value. In your case, you set up your driver to copy the bone's X rotation value to the shapekey value. Which is incorrect on two levels: your leg bone rotates on the Z axis, and the rotation value where it needs to trigger is from 0 to -0.707 if using Quaternion rotation mode, or from 0 to -90 if using any of the Euler rotation modes.

For this, we need to edit the driver's control curve, which is done in the Drivers Editor. For some reason, yours doesn't have keys, so I just went ahead and deleted the driver and made it again.
I also made an animation of your leg that swings from 0 to 90⁰ back and forth so that we can scroll in the timeline to see the deformation happening and how the driver reacts.
It should look like this:

In the driver editor, with the driver selected in the channel list, you should see the white cursor moving along the curve while the bone rotates. The X axis represents the input value (the bone's Z rotation) and the Y axis represents the driver's value (the shapekey value).
Note that my driver is a scripted expression with just the var as expression, but you could just set it to sum/average value, more on that later. And it uses the Z rotation with auto euler and local space.
Now go in the frame where the bone is at an angle where you want the shapekey to be at 1. Select the key that is at 1 on the Y axis, and move it on the X axis to reach where your white cursor is. Then go to a frame where your shapekey should be at zero, select the key that is ad Y 0, and move it on X to reach the cursor. This will make the shapekey trigger the way you want.

Concerning simple expressions:
I didn't really use them in my answer because using the graph is more visual and easier to understand, but you could use it for many simple graph changes such as yours.
When you needed to invert the driver value (like here you need the negative bone rotation to become a positive value), you could type var*-1 there.
You could even go further and multiply it by the value of the max angle you need to reach. I.E if you need your driver to be at 1 when the bone is at -0.707 (the quaternion equivalent of 90⁰), you could use var*-0.707.
Just a good thing to know, as it's actually a frequent need with shapekeys and whatnot. And it can be faster to do than editing the curve manually.

hey, thanks for showing me how to use the driver editor!

You welcome. I added some more info about simple expressions too.


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Binding of machine gun ammunition chain
I made the skeleton of a machine gun, and because I want to achieve the effect of the remaining bullets disappearing bit by bit after finishing the bullet in UE, the parent-child relationship of my Bullet14-1 can only be bound in this way. But I also want to create animations conveniently. So a spline IK was bound for him (using. 001 bone control). After binding, due to the parent-child relationship, I could only drag the entire elastic chain to move in the direction of the arrow (I canceled all scaling effects of splines on bones). But it's difficult to do animation this way, especially when the entire chain needs to be moved and rotated. How can we ensure that the tail of this bullet chain is not pulled away and does not deform when dragging the head? Or is there a better way to make this elastic chain controllable by the controller without being constrained by the head and tail of the bones?


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Is there a way to have a custom addon preference persist across auto updates and reinstalling the addon?
I'm trying to keep certain values for an addon to persist across versions of the addon either by auto update or the user reinstalling the addon manually. For example, the code below saves the custom value in the config/userpref.blend file but that is erased upon reinstalling the addon. Is there a best practice for this? I could save a file in the blender program directory I suppose but that seems not great.
class MyPreferences(bpy.types.AddonPreferences):
    bl_idname = __package__
    custom_id: StringProperty(default='')


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water not following a path even after adding path constraint
I created a pipe in 3d. water does not follow the path but starts falling downwards. So, I added path constraint (follow path curve object) inside the pipe for the source object. My source object is following the path but not water. I have been trying to solve this over week now.
https://drive.google.com/file/d/1ZkH7ndNS-HF8Ywx3AEyKLmDxIX_z_kEy/view?usp=sharing

can you please tell us, what you want to achieve? Do you want the water running down the pipe? The water follows physics. So as long as you have gravity and no other force involved, it will follow gravity...and fall down.

assuming you want something like this:

you need to:

close the pipe on the left side with a face

solidify the pipe to give it some thickness

flip faces

increase resolution divisions > 100 (mine was made with 100, and you still see it's permeable

Let Blender calculate the simulation and run it...


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output material is not same like preview
I'm trying to make some ice texture and I found in net to use online material library from blenderkit but the problem is why the output/render
not same like in the preview? Can somebody explain why? I've tried Material Properties -> Settings -> Displacement (displacement only)
Blend files: https://drive.google.com/file/d/1_E2oCDpckqsvxCh5E9FherHO3OKOmneC/view

Could be that you're applying the material to slightly different geometry.  But it's more likely an issue with scale.  Have you selected your object in object mode and applied the scale (Shortcut: CTRL-A and select scale.)

I agree with @MartyFouts this seems like a scaling issue

@MartyFouts I've followed the instructions, but still the same nothing happened, should I share my files??
sorry if my grammer broken

sharing your files always helps! so yes, you should!

Here is how to add a blend file: Grab the URL of the question.
Go to https://blend-exchange.com/.
Select the blend file.
Add the url of the question.
Grab the url that results.
Go back to the question and edit it.
Add the new url to the bottom of the post.

@MartyFouts sorry sir maybe i cant share my file,and i think the main promblem is the file it self ive try another fileand it works, really appreciate the help from all of you sir [2]: https://i.sstatic.net/v3ye3.jpg

Hi Hankhkim. Your file is just to big. So you can either use another cloudservice like google drive, Dropbox etc or you try to reduce the file size if your blend file

@Chris thank you sir, the link download is already added

To get a similar result to the preview try this:
Add a new sphere:

Give it the icy material

change scale to 0.07
then apply scale

subdivide 2 times and shade smooth and you will get:

even more subdiv:

thank you very much sir that's really work :)

you are welcome. So please check the checkmark left to my answer! Thank you!

sorry sir but my reputation is 11 not enough for check the checkmark at least 15 to check

normally everybody can check the checkmark -> this is the checkmark : [1]: https://i.sstatic.net/z4EnK.png it's AFAIK not depending on reputation. https://stackoverflow.com/help/someone-answers


text:
How to scale any object to a certain size by the python script?
What code will make it possible to scale any object to a certain size, reading the maximum coordinates of the object's vertices along each of the axes (x, y, z)?
I have an objects (parts of different bodies, weapons and e.t.c.), which I want to randomly generate in new united object in different variations. I need to do this accurately so that there are no empty spaces between parts of objects in such a way, that the boundaries of these maximum vertices create a parallelogram.
Then I need to scale that parallelogram to the dimensions (not a real parallelogram, the mesh should remain the same in shape, just the scale should coincide with the boundaries of the already created parallelograms, as in the picture).
Unfortunately, I don't know ANYTHING about programming in python, so I would be very happy, if someone help me!

First you need to define "size" - do you want to scale the object, so it has given height in z dimension? Or do you want it to scale to be x% of original size, e.g. double it's height and other dimensions?

I want the boundaries of this object to clearly coincide in size with the boundaries of the parallelogram, that is, all coordinates along the x, y and z-axes.

Surely then we're talking rectangles, a special case of a parallelogram  Sounds like simply need to match dimensions target.dimensions = source.dimensions


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Can't separate objects when importing shapefile with Blender GIS
Whenever I try to import a shapefile (group of buildings), I get an error message.
I tried separating the extruded shapefile by loose parts, but some groups of buildings remain linked, so when I apply a constraint it doesn't work how it should (buildings on top of a TIN).
Is there any other way to separate the objects so that they will be successfully on top of the topography?
ERROR: TypeError: invalid id-property type NoneType not supported

What is the error you get? Could you [edit] the question with these details?

Possible duplicate of Splitting pieces of a mesh into a new object

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


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Ctrl+Alt+numpad0 problem
Whenever I press Ctrl + Alt + Numpad 0 from User Perspective, the camera comes very close, which makes it hard to render what I want.
How can I render the very image that I am looking at?

https://blender.stackexchange.com/questions/15650/is-it-possible-to-view-the-scene-in-the-viewport-camera-view-at-11


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Invisible objects with shadows not working as I intended
I want to create shadows with invisible objects. I have found one answered question about this topic and used it but my objects didn't go invisible they are just like that as you see on the picture.

Use Is Camera Ray in your setup if you want the material to be invisible instead of Is Shadow Ray that makes the shadows invisible.

Coincidentally I just watched this video yesterday, this is without using nodes: https://youtu.be/5jtfz0row8M?t=2976

Note that object settings work per whole object, while using nodes you can do this per material so one object may have different parts. It depends on what you are after.

Good point, I didn't think of that since in the video it's applied to the entire object.


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Why is my displacement map virtually completely grey?
I'm working on a displacement map to display details from a high-poly mesh on a low-poly mesh. However, when I bake my displacement map, it appears almost completely grey.

What's causing this? Is there a way to fix it?

You are trying to bake a Displacement Map, but looking in your file shows you have no displaced mesh. What you want to do is create a Height Map from existing geometry.
This is a solution if someone experiences the same problem but has a displaced mesh: Check if you have applied the Displace Modifier and set Level Viewport to 0 in the Multires Modifier before baking the displacement.

I had the level viewport set to 0, and baked again. However, I'm encountering the same issue: https://i.imgur.com/UMV6auL.png

Well, without any more details or the blend file to investigate further it's hard to say where the problem is. In your screenshot there is only a Texture node. Is there actually any displacement applied or is it just geometry?

Here's my .blend file!
I'm trying to get blender to bake a displacement map from the DetailedCup object for later use on the Cup object.
I only had an image texture node to select when baking so that blender knows what to bake to.

But the DetailedCup object is not generated through displacement, it's a different geometry. That's not how baking displacement maps (from a displaced mesh) works. What you want to do is create a height map of existing geometry to use it as a displacement map. Here's a video tutorial about it, for example. But to do that, the height is measured by distance to camera so to project it onto your UV map you would have to place the object's geometry flat on the ground in the shape of the UV map.

@MEATTAIL Edited the answer so it fits your problem but also helps people who have this problem with a displaced mesh.

Thank you! I have some additional questions:
"Here's a video tutorial about it, for example." - I've seen this video before, but it only seems to work on a single plane.
"to project it onto your UV map you would have to place the object's geometry flat on the ground in the shape of the UV map" - How would I do so? Again, thank you so much.

Yes, it works on a single plane because the height is determined by the distance to the camera - this way it cannot work (correctly) on other meshes. To flatten the mesh to the UV there are some results on Google, leading to scripts that might work more or less. Then the next problem would be, that these scripts make the meshes flat as supposed - but that means there's no height for a height map anymore. The last bigger problem is, while your simple cup has clean UVs, the detailed is a mess. This will never work with overlapping UV faces, because they would share the same height information.

Not enough characters so I had to split my answer. Back to overlapping faces, for example the edges of the top rim are stretched diagonal across the UV map. The "knobs" are huge and placed across all other UVs. This is not a proper UV layout to work with so that's another main reason why it won't work the way you want it. Don't get me wrong, no offense intended: have you worked much with UVs before? Watched tutorials on UV unwrapping and how to use UVs?


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Do my eyes need to be separate objects from the body when rigging?
This is a simple question I've had on my mind for a while. I've learned a lot these past few weeks by working on this project exclusively within Blender and asking questions. I'm just trying to get a solid understanding of how rigging in Blender works.
I'm rigging eyes.
When the eyes are separate objects, the process is pretty straightforward. I select the eye, select the rig, enter pose mode, select the bone, and use Ctrl + P to set the parent to the bone.

However, the moment I join the eyes to the body, the eyes no longer follow the widget.

I've tried selecting each eye in weight paint mode and using Shift + K, but the eyes won't follow. I've also tried selecting each eye, looking at the object's vertex groups, and assigning MCH-eye.X to each eye. Unfortunately, the eyes still won't move.

Is it possible to properly rig eyes without making them separate objects? Why doesn't rigging the eyes in weight paint mode work?
Thanks in advance!

You don't need to join the eyes to the body, and joining with the body is what breaks the parenting.  As long as the eyes are parented to bones that follow the head you should be fine.  You can arrange for the eyes to be part of the body if you want.  I can write an explanation as an answer if you'd like.

@MartyFouts Sure! Just curious.

I've seen characters done both ways. When assigning weights, the eyes must be assigned to a group with exactly the same name as the controlling bone.

Rigify standard method expects separated eyes, but if you want to join them to the face mesh and assign weight to a MCH bone you have to select the bone, go to properties panel and check its "deform" option, which is unchecked by default, and this is the simple reason why it didn't work during your attempt.

@joshsanfelici  MCH or DEF bone?  rigify should create a DEF bone for the eye rig.

@joshsanfelici not sure which bone it was (I assigned the eyes to master_eye.x, MCH_eye.x, and ORG_eye.x, there was no DEF_eye.x) but I ticked "deform" on all of them and that did it! Thanks a ton.

@Marty, Rigify doesn't create a DEF bone for eyes because it would get involved in the automatic weight asignement: the designers decided to use the Bone parenting method (eyes on different objects). If you decide to use the weights instead, you have to turn a MCH bone into a DEF bone (ticking its "deform" option). Probably the best method would be create a copy of the MCH bone, rename it as DEF bone, move it in the 29th bone layer and give it a copy transorm constraint targeting at the MCH bone.

@joshsanfelici oops. forgot that.  thanks for the clarification.

There are two common ways to add eyes to a head.  First I'll describe how I do it when the eyes are meshes that are part of the head object:
One Way

Here is a head, consisting of 1 object.  The object consists of two meshes, that I nickname half-a-head and left-eye:

Only half a head because I'm mirroring to save effort.  They eyeball is a simple sphere that fits into a notch inset in the half-a-head and is rotated 90 degrees on X.
The armature for this part is three bones, although I only had to add and position two of them:

head is positioned so that its head and tail are at the end point vertices of the half a sphere.

eye.L is position so that it touches the end point vertex but the other end is at the center of the eyeball sphere.

The key is that eye.L is parented to head.  I'll use Armature ▶ Symmetrize to generate eye.R.  This works because Blender knows about L/R or similar prefixes and suffixes to denote symmetry.
Next I select the head object and then the armature and parent with empty groups. Empty because automatic weight painting does a crappy job with this object.  That creates a vertex group in the head object that has the same name of each bone:

Because the object is simple, rather than weight paint, I edit the head.  First I select the eye.L vertex group and the eyeball mesh and assign the vertices to the group.  Then I select the half-a-head and assign it to head.  eye.R takes care of itself.
Because the eye bones are parented to the head bone they move with the head bone in pose mode but can also be rotated independently of it.
Because the eyes are parented to the eye bones through the vertex groups, they move with the eye bones.
Once this is done, it's possible to add the rest of the eye rig without worrying about the eyes.
Here's the really simple demo file.

The other way
In this case, the eyeballs are separate objects, but the eye.L and eye.R bones are still part of the same armature as the head and are still parented to it.
The difference here is that while instead of using vertex groups, we use bone parenting to parent each object to its relative bone.
The steps are the same for each bone, so I'll only describe eye.L

Enter Object mode
select the object eye.L
add the armature to the selection
Enter pose mode
select the bone eye.L
Parent and select Bone:

Hey! I've tried this, but the eyes still aren't tracking. The bones track just fine, but even with the vertex group assigned to the eyes they won't move along with them. I've tried assigning the eyes to both the MCH-eye.x bones and the ORG-eye.x bones using both the vertex group and weight paint method. Do you know what could be causing the eyeball mesh not to follow?

Also, just to demonstrate that the rig is otherwise functional:

Which version did you try?  You assign vertex groups if the eyes are in the same object as the head.  You assign to bones if the eyes are in separate objects.  Also, you want to assign to the DEF- bones, and make sure that the bone is set to 'deform' in its properties.

I mentioned this in my original post, but I tried both! Originally the eyes would only follow the widget if they were separate objects from the body, but ticking the deform checkbox did the trick! Thank you so much ✌✌


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Why does this action look different after being appended?
I'm trying to import an action from an old project into a new project. When I do so, the animation just doesn't look right.
Here's the action in the old project:

And here it is in the new project:

Note how the animation follows roughly the same beats, but some movements appear to be inverted. What's causing this?
You can find the .blend files here. Thank you!

It doesn't seem to be the same model to begin with, is the rig exactly the same?

Probably because you need to rotate the bones on their Y axis? Ctrl R in Edit mode

@moonboots hit ctrl + r, rotated the bones by 180, that fixed it! thank you so much! i didn't know i could do that.

@L0Lock the armature is exactly the same, i was trying to figure out how to transfer the animation from one project to another. it's resolved now!

@moonboots I have one more issue now, the action that I had already made in the new project now has twisted arms. Is there a way for me to fix this action so that the bones are properly rotated?

it may be a problem of IK constraint: try to tweak the Pole Angle, if it doesn't work please share your file

@moonboots I don't have any bone constraints in this one, here are my project files both before and after rotating the bones on their y axis.

Actually if you copy paste the right pose to Paste Pose Flipped the left arm will be symmetrical to the right arm, so the arm bones seem to be correctly rotated

Let us continue this discussion in chat.

You need to rotate the bones on their Y axis: CtrlR in Edit mode.
As you can see in the latest version you share, the bones orientations are not the same, you need to make sure that they are the same if you want the action to act the same way on both the 2 armatures. For example for the tail you need to rotate 180° in order to align with the other one:


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How do I export a .glb with a single animation?
I've been struggling with this for a while, whenever I export a model as a .glb, the rig and shape key animations are separated:

Here you can see the armature animations playing without the shape keys:

Here you can see the shape key animations playing without the armature animations:

And here's how the animation is supposed to look (ideally it wouldn't rotate when being exported as a .glb one can freely move):

How can I make Blender export these as a single animation, so that the shape keys play at the same time as the rig animations?
You can find the .blend file here! Thank you so much!

Looks like I got it! All I had to do was uncheck "Group by NLA track" in the export menu.

You can find more information here.


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Why is this cloth crumpling itself up?
It's been a while since I last did cloth simulation, and I can't remember how to get it right for the life of me. When I start the animation, the clothing clips through the body and crumples itself up.

I've looked at my older posts about cloth simulation and observed my settings from older project files, but the problem persists. What exactly am I doing wrong here?
You can find the .blend file here! Thanks in advance!

did you apply scale? What about collision and self collisions settings? This usually happens when the collision margin is bigger than the length between 2 vertices or without applied scale

@MikoCG Yes! Also, the object collision settings have a distance of 0.001 m. I just lowered the self collision distance to 0.001 m, here are the results.

that looks like way too strong sewing power, it flew into each other way too fast and edges and vertices interpolated with each other and made this clumsy mess

The cloth simulation fails because a big lady needs a big shirt. The shirt fabric (mesh) that you use is too small and it has not enough geometry. Try something like the following and add a Subdivision Surface modifier with one or two levels.
To be able to close the sewing gaps, it's a good idea to mark the edges that should be sewn with different marking such as Seam, Freestyle, Bevel, Sharp.

Also, your body model has a lot of vertices (280k). This slows down the cloth simulation. It would be better to do a retopology of the model first. Or for a quick test, you also can duplicate and remesh it. Then work with the dummy model. Don't forget to disable the Collision modifier on the original model and add one to the dummy model.

There seems to be a bug in Blender, and there will be sewing gaps. You need to close them manually.
First, you should remove the loose threads. Find one and select it. Now you can select all of them with Select Similar > Amount of Connecting Edges and delete them.
Since you marked the edges you can select them after the simulation run and the cloth modifier has been applied with Select Similar. Use Edge > Bridge Edge Loop to connect them.
Unfortunately, this only works for one seam at the same time. But you can save the selection in a vertex group. Then you switch the Selection mode to Substract and remove all vertices from the selection except the two that you want to connect. With X-ray mode and Lasso selection, this is done quickly.

The shirt still looks a bit wrinkled. However, it can be smoothed out quite easily with the Smooth brush in the Sculpt mode.
For animation, it could be better to create the shirt in T-pose because automatic weights don't work well in the area under the arms.

Thank you so much for the super detailed response! I really appreciate it.
I like to work on clothing during the sculpting phase, and I've found that duplicating the body, remeshing it, applying a shrinkwrap modifier, and scaling it all up by 5 helps a ton with cloth sim. Here are my results so far!
By the way, am I supposed to be working at a 5x scale? I saw a tutorial mention it, and physics sims seem to seem much more smoothly that way. Also, I imported another character model which also happened to be at 5x scale.
Thanks again!


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Why is Shift + C taking me to a grey screen?
Really quick question, whenever I utilize Shift + C my viewport seemingly goes blank!

I've found that it's just really zoomed out, after scrolling in about 30 times.
I've made sure there isn't anything huge or extending super far out by unhiding everything, selecting everything, entering edit mode, entering wireframe mode, manually selecting everything in view with box selection, inverting my selection, and deleting all verticies.
I've closed my 3D viewport and created a new one as mentioned here, but that doesn't seem to help either.
What's causing this?
You can find the .blend file here! Thanks in advance!

you have a nurbs path object called "HairFront" under the "hair" collection that doesn't seem to have anything in edit mode, that's causing blender to zoom out really far when hitting shift + C.
If it happens again, you can use "view > frame selected" in the 3D viewport and that'll do the same thing as shift + C except only for objects that are currently selected. You can use that to help find the culprit.

Thank you so much!!


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Why isn't this bone moving the mesh it's weight painted to?
I have a bone that's tied to a vertex group with painted weights:

But when I move the bone in pose mode, the mesh won't move with it.

You can find the .blend file here. Why is this happening?
Thanks again!

You need to select the bone and set the "Deform" check box to true.


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How do I rotate this world while retaining my camera's FOV?
I configured a world with nodes in Blender and I'd like to rotate it along the Z axis.

Unfortunately, as soon as I connect a Mapping and Geometry node, my camera's Focal Length and Sensor Size settings no longer affect the image.

Is there any way to retain my field of view settings while having the Geometry and Mapping nodes attached?
You can find the .blend file here!

Try texture coordinate -> generated instead of geometry -> position

That worked, thank you so much!!!

The solution was to replace the "Geometry" node with a "Texture Coordinate" node!


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How do I layer images in the shader editor?
I'm coloring a character model in texture paint mode. There are two images: One for the base color and one for the secondary colors. I'm treating these images as if they were layers with a MixRGB node.

Unfortunately, when I attempt to color the hair dark brown on the secondary image, it doesn't appear in the 3D viewport. White, however, is completely visible.

The colors on the secondary image appear properly in the image editor and in the 3D viewport with the mix factor set to 1.

I've been using Subtstance Painter for about a year, but I'm trying to complete this project entirely within Blender in order to througly learn my way around the program.
I've tried using the Layer Painter extension, which is great, but there doesn't seem to be any way to select which layer I'm painting on  when attempting to paint directly in the image editor. Attempting to paint in the image editor with the extension enabled has yielded crashes.
How do I get two images to stack on top of each other in the node editor?
Thanks in advance!

did you try to use the other blend modes in the mix shader node? [1]: https://i.sstatic.net/fjmZh.png

@Chris Yes! I thought "Overlay" was the most obvious solution but it doesn't appear to make much of a difference: https://i.imgur.com/8jvvjIR.png

can you provide us your two images so we can try on our own?

@Chris Here you go! https://imgur.com/a/oGAX66K

did they have transparent parts?

I hope/think you want to have this:

so you just plug the alpha value in the mix node.

That worked! Thank you so much. https://i.imgur.com/RrBIP0v.png

You are welcome ‼


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What's wrong with my normal maps?
I'm attempting to bake a normal map from a sculpt. Some of the UV islands intentionally overlap for the purpose of mirroring certain details and conserving space.
However, the normal map doesn't look quite right:

If I look closely enough, I can even find various body parts in places they shouldn't be.

I feel like I've exhausted everything I could've done to get this to look right. So far, I've:

Adjusted the extrusion
Adjusted the max ray distance
Enabled "Cage" under "Selected to Active"
Lowered the margin under "Output"
Separated the overlapping tiles
Set the rendering device to "GPU Compute" (which wasn't enabled in preferences, oops)
Upgraded from Blender 2.91 to 2.93 without importing settings
Applied a subdivision surface and a shrinkwrap modifier to my low-res model in order to make it align even more with the high-res model

Each of these steps have either slightly altered the results or made no difference at all. I've even created a test project in an attempt to replicate the issue, only to end up with a clean normal map.

Baking normal maps for character models has always been a huge struggle I've wanted to overcome. I've been trying to figure this out for a while, and while there's been some improvement, I still can't get it quite right. I just feel like I've been missing something really obvious.
I can DM the project files by request. Thanks you so much in advance!

I dont see you mentioning recalculating your normals, did you try it? Alt+N and recalculate, this may be due to normals issue or shading(if not I hope someone will find answer

hello maybe share your file if you want us to try?

@MikoCG I've recalculated my normals and averaged my face area! Unfortunately, that didn't change the output.

@moonboots I can't seem to find a way to DM you, so here's the link to the project!

Though you said you have done this, I still believe adjusting extrusion to something like ~0.02m would fix the issue (there is a clear projection of one leg on the other), and also check face orientations.

Setting the extrusion to 0.02m helped a ton! Here's what the front view looks like now, and here's the rear view. I have backface culling enabled in viewport shading, but I recalculated the normals and averaged the face area just in case. (It didn't change the output though.)

I'm accepting this as the answer, but I just want to mention that I also touched up the normal map in texture paint mode! It seems to be virtually impossible to bake a perfect normal map in any program, but an extrusion of 0.02 m is optimal. Thank you!


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How does one make a straight grid from a UV unwrap?
I'm somewhat new to blender. How exactly does one stretch UV islands so that they form a perfect grid? I'm looking to scale/rotate islands from two points, sort of like unfolding a beach towel. I'd like to do this to more easily texture my model.
I've tried to illustrate an example below:

Thank you!

Hello and welcome :). There is an addon called UV Squares, which does exactly that. https://github.com/Radivarig/UvSquares

In the UV Editor the RMB will open a context menu. There you will find some tools for straightening edges. Can I point you to this https://blender.stackexchange.com/questions/165354/problem-having-seamless-texture-on-mesh/165572#165572. Also the top two and the one in the middle right UV islands need more seams marked before unwrapping. Other than that R to rotate and S to scale is the same as in the 3D editor.

.......... and welcome to the Blender Stack Exchange :)

https://blender.stackexchange.com/questions/78358/how-to-straighten-curved-uvs-into-straight-belt/78376#78376 https://blender.stackexchange.com/questions/74041/how-to-perfectly-align-uv-coordinates-automatically/74045#74045 https://blender.stackexchange.com/questions/56748/help-with-smart-uv/56766#56766


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How does one make vertices in line with the rest of the object's mesh?
Hello Blender community!
I'm working on a personal project in which I'm modelling a car.

Its mesh once had bezels, but I've decided to scrap them for now in order to lower the complexity of my mesh. In turn, this has caused the mesh to become a bit messy:

My goal is to make the top of the vehicle an even surface while still retaining its angle, and my loop cuts as straight as can be. I've highlighted my objectives in red.

In this situation I figured it would be incredibly useful to have vertex snapping while performing a vertex slide, but after doing some research I've found that this just isn't possible yet.
How should I go about cleaning this mesh up?
Also, how acceptable is it to have tris in my mesh? One of the reasons I got rid of the bezels was because they were creating tris and n-gons in my mesh. I aim to use only quads for the sake of managing loop cuts, and I frequently check this using the "Select faces by sides" feature.
Thank you so much for your help!

https://blender.stackexchange.com/questions/64592/how-do-i-space-quads-evenly/64595#64595 https://blender.stackexchange.com/questions/43903/is-there-a-way-to-align-multiple-vertices-to-another-vertex https://blender.stackexchange.com/questions/33525/straighten-vertices-along-a-line/38800#38800

If you want an edge loop to align with the next edge loop, press GG to slide, then E ,or E then F to align with the opposite side.


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Why am I only seeing vertices in edit mode?
I'm trying to messily get rid of parts of my rough sculpt, but when I enter edit mode, I only see the object's vertices.
Here's what it looks like in object mode:

And here's what it looks like in edit mode:

What's causing this? Thanks in advance!

could you upload a file?

Update: Fixed it! Apparently all I had to do was show hidden with Alt +  H I'm not sure how exactly I managed to hide only faces in edit mode, but I've resolved the issue regardless.


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Why Is the cloth simulation on my model turning into spikes?
I'm not entirely sure how to describe this, but the cloth physics on my model seem to be going everywhere.
My goal is to get the clothing to rest on the model. The character model is 1.6 meters tall. Let me know if there's any other information you need!

https://docs.blender.org/manual/en/latest/physics/cloth/settings/collisions.html Try reducing the distance to 0.001 ish on all the colliders. The shirt is being pulled up by the body collision, not sure why the breasts are poking thru. It looks likes the pants are exploding because of internal collisions. Also, you might want to put the waist band into the pinning group.

I can't fully tell but...did you bake the cloth physics, and then edit your mesh? If you edit the mesh after a bake, a lot of the times it will end up like this, especially if you edit pinned vertices. Remove the physics, make your edits, and then reapply the cloth physics.


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Why aren't my clothes assigned weights? Why can't I assign loose geometry to a bone?
I'm currently rigging a clothed character model, but I've encountered some issues. The character and the clothing are all one object. However, with automatic weight pairing, the clothing seems to be ignored.

Also, when I select loose mesh to assign to a bone, blender simply won't do it.

I'll hit "Assign", but the selected faces won't actually get assigned to the bone I've selected.

What's causing this?

i am in the same hussle, even if you have a bone and a vertex group you hit assign and nothing happends. So frustating, a solution to me is isolate the mesh to an OBJECT (i dont want to do this but...) and select armature, then bone, then object and then parent to bone.
I KNOW that it should work as you explain but i dont know IT dosent, and it is from various version. It is a bug?

ok ok ok , i found a simple solution that implicates not to isolated mesh. Just Check that the bone has the deformation enabled(I know, it seems stupid), why this, because i disabled one bone and i didnt knew that i was copyng one that has deform disabled.

I solved the issue by separating the clothing from the body, parenting the skeleton to the clothing with automatic weights, and joining the body and the clothing back together!


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RGB spectrum cycling multiple lamps
I am relatively new to blender and want to use it to animate something. My plan (explaining the relevant parts here) is to have a grid of lets say 10 by 10 lamps or bodys which light up. I want to create an effect where a rgb "wave" is cycling through the grid of lights. This video here shows exactly what I want to do:
https://www.youtube.com/watch?v=jG1Kcjq6ZTk
Is there a way to automate this process a bit? Doing it 100% manual makes me face two challenges.
A: I would need to assign every lamp with a starting color to have a wave pattern in frame one and let them cycle from there on. This part is relatively simple. Not having this automatic would be okay for me.
B: More importantly I struggle with cycling through a rgb spectrum. When I set a keyframe for for example red and at the end for cyan it does not cycle through blue but through the middle of the color circle which is white. Is there a way apart from more keyframes to optimize this?

i would recommend using a node system. So you could use shader nodes, geometry nodes or animation nodes. maybe use that system, which you are most experienced on. for the rgb spectrum, wouldn't be a colorramp with hsl/far what you wanna have? [1]: https://i.sstatic.net/eSkCW.png

This can be done by using the Vector Math: Modulo operation after a Mapping node and animating the X component of the location value.
The Modulo operation will basically say that once it reaches the entered value, start again from zero and keep on repeating.

Now if you are making that keyboard(and are not going to display the insides), then I would suggest that, put a plane with this material below the keys.
But, if you specifically want the lights for some reason, then add an empty to the scene and reference the location of this empty in the texture coordinate node.
(Also, for some reason, the setup for the lights will be like the image below. You have to use warp instead of modulo. They are similar, but I don't completely understand the difference. Also, you will have to set the min and max values in the Map Range node according to the horizontal dimensions of the object(/area in which the ligths are spread). One more thing, if you are going to move the lights, then make sure the empty moves with them.)

Thank you for your answer. I will try to make farmiliar with this.  This is deffinetely all new to me but I have some time to kill so I will work it out with your guide!
Idont want to specificly make a keyboard but have the same effect on something similiar. Basically cubes standing in a grid formation which are all individually light up.


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(Python) Change the bone roll of a list of bones in variables
So I've had to store some bones in variables because I want to call on them even if they have slightly different names. I want to change the roll of a list of these bones, like this:
editbones = bpy.context.object.data.edit_bones
bone1 = editbones['bone1.L'] or editbones['bone1_L']
bone2 = editbones['bone2.L'] or editbones['bone2_L']
zero_roll = [bone1, bone2]
for b in editbones:
     if b in zero_roll:
          b.roll == 0

Why isn't this working? I know I could make a list of strings and loop through the bones to change the roll if the string in the list matches the bone name, but why can't I manipulate the roll of bones stored in variables like this?


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How can i use texture tab textures in my material node

How can i use texture tab textures in my material node
i want my material color to exact Displace modifier Marble shape

https://blender.stackexchange.com/questions/117950/why-arent-most-of-the-displacement-noise-options-available-in-the-node-editor/117970#117970


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What is wrong with my Eevee render

it's my project that rendered Eevee
and some slashes comes out
i never put that in my project
and in cycles, that's never apeared

Welcome! I'm afraid you'll have to give more details than you have before we can help you. Read https://blender.stackexchange.com/help/how-to-ask then edit your question and add more details explaining what you mean by "some slashes comes out i never put that in my project".

Please provide more details. Is there any geometry that you might have hidden? Were you using some shading tricks or something? Are you doing any kind of compositing on the result.

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

I found that motion blur is reason of that slashes.
Thanks for viewing my question.
I fixed that by turning off my motion blur.

Thanks for your self-answer, too,


text:
i want to ask question about face rig in blender
when i generate rig
RIGIFY ERROR: Bone 'spine.004': Cannot connect to non-chain parent rig.
Incorrect armature for type 'chain_rigs'
it is showing about rig3ify

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

Hello and welcome. As it stands this question is unanswerable and was put on hold for lack of essential details to understand the issue. Risking stating the obvious, only you have access to your scene, so unless you describe it thoroughly you alone know your exact setup, settings and what steps you took to arrive where your are now. Describe the issue in detail, add images of relevant settings and user interface, with the [edit] button above. Don't post comments or ask a new question, editing will automatically queue it for reopening review.

Does this answer your question? Need help with Rigify in Blender v2.83 not working

This a duplicate of the linked question above. In a nutshell: there are several bones in the meta rig that are not connected but their tail/head need to stay at the same position and overlap. If you move only one bone, then the connection breaks and the generation fails with an error. Use Lasso select to move the bones.

Hi, ROSHAN .. please let us know here, if the dupe+ @Blunder 's comment work for you. If not, please edit your question, giving us a good view of your exact situation, otherwise we don't have enough info to answer you.