text:
Clean Subdivision Topology using Inset
Good evening!
I've been stuck with this issue for about 1 week now and that's why I'm seeking help from you guys.
My issue is with the control loops after making the inset. The control loops go around the whole object creating a bunch of extra edges that are not necessary and makes the topology really messy.
My questions for you:

Is it possible to restrain the edge loop from going around the whole object e.g. the control loops on the side for the middle "bar" going around both side "pillars" as well [Picture1].

How should I tackle this issue, or more like in which order should I add the detail and make the control loops? As of now I have made the whole structure, made the control loops for the structure and after that I have started making the "bars" going across, but adding control loops for the "bar" is a pain as it adds control loops around the rest of the structure as well.

How do I make this a smart way considering the subdivision surface modifier?

Or is it really to just add all control loops and manually dissolve them to remove unnecessary edge loops?
Disclaimer: I've been working with Blender for about 3-4 weeks now and I want to learn clean topology now because I believe I will thank myself later for that. I've been stuck with this longer that I should and I'm starting to lose my hair as I don't seem to figure it out by myself...
Thank you and all the best to all of you!
Reference what I want to achieve.

What kind of subdivision surface do you want to add (small bevel of edges VS totally rounded object) ? It would help people to know, as topology depends on it. Could you add an example ? All the best to you as well.

Hi! That's a good point. I would like to have sharp edges e.g. keep the same "cubic" shape as in the picture. Only subdivision surface I know is SubD level 3 with the normal control loops.
As I'm so new to this still it's difficult for me to even ask the questions...

Do you have any reference/image/example about what you are trying to achieve ? I'm guessing you don't want your edges to be totally sharp, do you ?

I added a reference picture to the post of the final product I would like to achieve. In the reference the bars across are rounded, but I would like to have them more square like, where the inset area (Picture 3) has welded looking edges. So you're right, that I don't want completely sharp edges! :)

I would do this topology, yours is about the same actually:

Thank you moonboots for your insight, greatly appreciated!
Did you use bevel on the left side corner for the larger pillar?

I don't remember but yes it's the same as a bevel, I could have used 2 segments instead of one

Alright, thanks!
I'll try to finish the object during this week and post the result to get advice on how the topology can be improved further!


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Bridge circular edge loops and getting them the same size
I was wondering how you could use bridge edge loops and simultaneously getting the bridged edges straight, considering that both edge loops connecting aren't exactly the same size. Is there a way to fix this afterhand?
This is what it looks like now:

So how do I get these two edge loops the same size? In a way that the smaller edge loop adjusts to the larger one.

Using S+X/Y/Z+0 adjusts the edge to the smaller edge loop, making the larger edge loop smaller. Can you adjust it in some way that it goes the other way around?

Picture of the topology:

Picture of the final result:

Thank you, and wish you all the best!

did you try S+X/Y/Z+0 to manually repair it? You only have a low poly mesh so it should be easy to do it manually, if you need advanced solution then I want to see it as well

Hi MikoCG and thank you for your answer. I tried your solution a couple of ways, but it doesn't really work the way I would like it to. I added a picture of the issue in the post.

Assuming your Bevels are set by a Bevel modifier, not hard-wired, this is a Snap. In this example, Snap is set to 'To: Vertex', and 'With: Active', and to influence 'Scale'.
The Transform Orientation is set to 'Normal', so it will work if the scaled element is not axis-aligned, and the Pivot is set to 'Median'
For the snap to operate in the right dimension, the scale transform should be made under a suitable constraint. Here, with the orientation set to Normal, that's SShiftZ (in the  selection Normal's XY)
Start the scale with a drag, and hit B to select a snap source. Then drag over the snap target:

If your bevels have been destructively put in by hand, you may want to delete those, at this stage of modelling.

Thank you for taking the time to answer my question Robin! :) Apologies for a late answer..

source: Stack Exchange

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

sort: votes


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Animation: Having the camera view move as if someone is holding the camera and running
In my animation I have a hallway and I want it to appear as if someone is running down the hallway with the blender camera. What is the best way to go about accomplishing this? Should I use a path?

There are two methods you can use to achieve this effect, one of them will produce better results, but the other is easier to set up.
Match move, with actual footage:
Also know as Camera Tracking. This technique is a favorite of  Stu Maschwitz, ex-ILM employee and co-founder of the now closed VFX company, the Orphanage. This will produce the most realistic results, but will also be harder work to complete.
Steps:

Go outside, or into a large room.
Place allot of high contrast objects on the ground(a mix of foreground and background markers will yield more precision).
Take a video camera, and shoot video like you're the camera man in your virtual scene
Match move it
Position your camera in your hallway.

This approach will result in very realistic looking results, since it is "Camera Mocap". The down side is, it is a lot of work. As with most visual effects tasks, the more work you put into, the better your scene will look.
Add random noise to your camera's movement:
This is one of the easiest ways to simulate a shaky camera in Blender. It won't produce as realistic results as the above method, but takes way less work to set up.
Steps

Add an Empty.
Parent your Camera to it.
Set a Location and Rotation key frame on the empty.
Open the Graph Editor and hit N.
Add a Noise modifier to the rotation and location of the Camera.
Parent the empty to another empty.
Use the last empty to control the movement of the Camera.

This can work pretty well, with some tweaking. I would recommend first removing the noise effect from certain axis, if that failed.

Should I use a path?

I wouldn't bother, just key frame it.

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


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Render Quality is amazing but video is poor quality and really grainy
When I render my animation I can see each frame being constructed frame by frame and the quality is great, however, when I watch the video that is composed of these frames the video quality is really bad. What should I do?

Change your video compression settings.

Related: http://blender.stackexchange.com/q/3470/599

The most probable cause for this issue is bad video compression. Here are my favorite settings for rendering video.

I would recommend rendering an image sequence instead though, since that offers better formats such as .png
Note:
It is nearly impossible to confirm what is wrong without you posting more information.

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


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Discrepancy in Rendering from original model
When I have modeled and animated my project my 3d view looks like this:

While my rendering looks like this:

As you can tell the crown is distorted the pearls are being lifted off the crown and the points on the crown are no longer pointy. Why is this happening/how do I fix it?
Thanks!

Related: http://blender.stackexchange.com/q/2728/599 and http://blender.stackexchange.com/q/985/599

I would guess (can't tell for definite without a blend file) that you have a Subsurf Modifier set to be off in the 3D view but on for rendering.
Go to the modifiers panel by clicking the blue spanner/wrench and then see if you have any modifiers.
If the modifier is set to be off in the 3D view then the 'eye' icon will be disabled. Disable the 'Show in render' button (camera icon) to disable the modifier or press the 'x' button to remove it.


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How to create a realistic jump in bge
I'm  trying to create a FPS game in blender game engine. When I do KeyBoard[Spacebar] sensor and hook it up to a simple motion of z +1 or something like that, the guys pops up really fast as if he didn't have any motion between being on the ground and being in the air. Is there a way to make a more realistic, more slow jump in BGE?

You can do this by using the Linear velocity setting under simple motion. This will make your character's jump motion look much more realistic.
If you are using Character physics, you can simply use this setting.

You can change the settings for the character's jump speed and power in the Physics tab.

If you are using a dynamic object, or a rigid body object, you can use linear velocity along the z axis.

maybe a tad smaller on the download pic. your getting close...

Shrinking it...

Is that better?

I use
(these represent game logic)
Keypress-------and----------Motion (linv up)
if jump=0------/ \----------jump =30
if Ray-------/

if ray is positive, key is pressed and jump=0: Apply jump set jump property to 30
then
if jump min:2 max:30-----------and------------add -1 to jump

if jump=1 -----------and-----------jump=0
Ray positive---------/

The advantage here is you can play a animation using the property jump,
and it will hold the last frame until you hit the ground,
if jump changed -------and(order hack)-----------JumpProp =30-jump

if jump changed-----------and------------action Jump

Also, you can use 'If jump==0" for other logic.


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How can I make a Bullet Tracer in BGE?
I was watching a thing on this MMoG that some German kids made and noticed they had really nice shooting actions. every time one of them shot, a bright white line would appear. How would I recreate this for my game? I don't want to use thousands of textured planes cause my machine isn't that great and I  don't want to blow it up: happened before.
NOTE: I don't really know if that effect is called a tracer, so if someone knows the real name, I'd be happy!

The muzzle flash? or the bullet mesh? Does it move?

if it is a simple line try render.drawLine(muzzle, bullet, white)

If the bullet fires straight, why couldn't you just have the gun also shot one partly transparent shadeless plane with a muzzle flash texture that lasts a frame or two?

Just found an awesome way to do it! answer coming soon.

You can do this by having your gun, in addition to firing your bullet, also fire a no-colision plane. this plane scales from 0 to 100 in 100 frames. the gun also shoots a bullet that travels one frame every logic tick. when the animation of your laser is running at one frame for every logic tick, the end result will be a no-colision plane filling the space between the gun and the bullet before impact. In the demo below, I have the bullet invisible. All you can see is the scaling plane.

To make your plane scale to get it elongating at a rate of one Blender unit per Logic Tick, use this logic setup.

You need to start with a plane, and move the origin to one edge. then move the edge opposite the origin in to make it One blender unit by Two blender units.

Then set the timeline to frame 100, and in object mode press S to start the scale, press X to constrain the scale along the X axis. Press 100 and then press Enter this will set the scale so that the demotions will be 100 blender units by 2 blender units. press I to set a keyframe, and select Scale

this will set a keyframe with the scale on frame 100.
Now do the same thing at frame 0, only this time we need to set the scale along the X axis to 0.
Set the timeline to frame 0, press S to start the scale, press X to constrain the scale along the X axis. Press 0 and then press Enter this will set the scale so that the demotions will be 0 blender units by 2 blender units. press I to set a keyframe, and select Scale
Now we have the scale animated from frame 0 to frame 100.
However, if we move the timeline, we can see that the animation is not quite right.

We can fix this by going into the graph editor and changing the curve type to linear

Now when we test it, we can see that every frame makes the plane scal one blender unit longer.

Awesome possum... how'd you do it in the santa game?

That was fairly simple,When you fired the gun, it shot a stream of fast moving, invisible bullets while it randomly changed the visibility for a few no-colision planes that were always pointing away from the gun in random directions.

You could also have a simple logic brick setup:
Always sensor on TRUE pulse(3 dots on top button). You could tweak it to set how much smoke is generated. Then, in another layer, make a plane, you can either: in the materials, find face orientation, set it to halo, and change rotation until you get it right. You can also duplicate the plane and rotate it 90 degrees on the Z axis, to give it a 3D look. Than give it a smoke texture.(Use CG Textures to find one). Back to your bullet: make an edit object actuator, add object, (smoke object) and connect it to your always sensor.  And that is it. You can give the smoke a fading animation, a delay with an edit object actuator, set to end object. But that is up yo you!


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How to use a curve modifier in-game (work around)
I have some cords that have a curve modifier on them so that they don't stick straight out of a robots leg. The problem occurs when animating. since one end of the cord is attached to the leg, and another to the body, the cord will need to deform. Is there a way I can make the cord update to its new positions realtime? I would try this with shape-keys, but animating them never seems to work.

You can't use curves as they are not supported. But you can get the effect your are looking for via armature.
Create an armature to control your cord. Parent the cord via Armature Deform to the armature <ctrl+p>.

In pose mode add an IK-constraints to the top bone.

You will see the cord will follow the target in preview. To make it do the same thing in the bge use the armature actuator.

If you move the target while running the game, the cord should follow as much as it can.

I hope it helps


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How can i add an object when the mouse is released?
I have a player who i want to be able to throw spells and such, when you hold down the left mouse button, the spell charges, when you let go, the spell launches. I was able to do the animations with a work around, but that will not work with actually adding an object. How (with python) can i simply activate an actuator once when the mouse is released.
I don't need anything else (not mouse over, not if prop true) just plain-o'l plain-ol'. Thanks

here is how to detect a mouse button release and activate an actuator, using a Boolean property:
    mouse_Lclick = cont.sensors["Mouse_leftclick"]

    if mouse_Lclick.positive :
        if not own['hold'] :
             # just pressed
             own['hold'] = True
        else :
             # button is held
    else :
        if own['hold'] :
            # button released
            own['hold'] = False
            cont.activate(actuator)  #activate the actuator

You can detect button press by checking if the sensor is positive.
You can detect button release by checking if the sensor is not
positive.

As the sensor (with default settings) triggers on state change only, you can sense this situations with the primitive controllers.

with AND, OR
with NOR, NAND

Be aware this will not work when you connect more sensors to the same controller as they trigger regardless if the button is just pressed or just released.


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Subdivision glitches topology
I extrude along the Z-axis make the control loops etc. but when I use subdivision it glitches. Is there something wrong with my topology or do I have double layers of something?
Edges are made with the bevel tool.
Any way to fix this without starting all over? Thanks.

On the side that has a 90 degree angel this topology solved the issue:

However, the same technique made it only worse on the side with a slight angle on it.

It looks like the subdivision pulls the edges above the original face from which the inset was made on...
Trying to make quads only?

Result got even worse... :-)

Oh come on... first I deleted my answer because you wrote your own, now I started commenting on your answer and then you deleted that. Give me a chance to help you ;) I was going to say: The Subdivision Surface modifier does not really like n-gons. So you have to add edges with the Knife tool (as you already answered yourself) to create quads by for example extending the edges from the corners to the outer edges. But of course you have to do this wherever the mesh is not "subdivision-friendly".

The shading is not fixed in the updated post, your model still has some N-gons.

Thank you for your answers! And my apologies Gordon Brinkmann, I got too excited "solving" the issue wrong apparently :D
I added what I believe quads now and still doesn't work. Could you printscreen one of my latest pictures and mark which areas are N-gons because apparently I don't fully understand what that means...

Making "quads only" is the correct solution, but you are not making "quads only". I mean sure, you make some - but there are still a lot of n-gons. Your screenshot does not show all the vertices, but if I would make an assumption I can guess there are at least 7 vertices on each of those two faces here from your screenshot: n-gons

For an explanation since you are wondering about the names: a polygon is a face with 3 or more vertices/edges, "poly" being Greek meaning "many"/"several". The ones with 3 are triangles or often called tris, the ones with 4 are usually called quads. Everything above 4 with an unspecified number is usually referred to as an n-gon, although mathematically n is just a placeholder for any number, so tris and quads are just n-gons with n=3 or n=4. But since they have established specific names the differentiation in modeling is usually made between tris, quads, n-gons.

So your telling me that if there is more than 4 vertices on one face it's an N-gon? Then everything I've made so far is just garbage... :D

Yes, everything with more than 4 vertices is called n-gon. But to say everything you made so far is garbage is nonsense, I suspect it comes from people telling you the myth to model always only with quads. This is not necessarily true in general, it depends on what you want to do. For hard surface modeling it is often not necessary, also beveling edges usually works with n-gons without issues. It is things like loop cuts, subdidivision surface etc. which work better or even exclusively with quads, because for some operations it is necessary to have a clear direction for splitting faces etc.

Alright! Thanks for your time, I'll try to figure something out :)

Your model has N-gons, add some loopcuts and connect vertices with J or use a knife tool to cut these N-gons.

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


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Rigify shoulder bone not parented to rig's shoulder widget
the rigify shoulder bone and widget share the same pivot point location yet the widget does not move the bone. what is the purpose of this?
can somebody help me remove the 4L lock on the bone so i can parent it to the shoulder widget?
also noticed that the arm bone is not parented to the shoulder. this would make the rig so much cleaner. am i missing something?

Which Blender/Rigify version do you use? Have you changed the meta rig? If I generate the rig from the meta rig in Blender 4.1 then the arm bones are connected to the shoulder bones.

im in blender 4 but the rig was generated in 2.9 or so i believe.
so i am correct in thinking that it should be linked?


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How to set the same Vertex Weights for every vertex in a Vertex Group, in Blender 4.0 with Python?
In edit mode If I manually select a vertex group and highlight one vertice, I can open this, manually fill out the values, and hit copy. All the vertices in the group will then receive the vertex weights shown. Can this be done with Python?

I do have an array of indices:
verts_in_group = [551, 556, 662, 664, 698, 2220, 2230, 2236]
so I'm not concerned about having to find them. I assume you can reference the bones by name, since they are already named?, but I don't know how to say: “For this vertice, the weight for this bone should be this number”
I think what I want to say is something like..
For each indice in “verts_in_group”,
Set Vertex Weights To:
CC_Base_Pelvis = 0.622
CC_Base_L_ThighTwist01 = 0.036
CC_Base_R_ThighTwist01 = 0.240
CC_Base_Waist = 0.062
Iterate until each vertice in the array has been set

I know I'm missing stuff here. I've only just started to learn scripting and I don't know where the weight information shown in this panel is stored. I'm assuming it's "in" the vertice since I had to click on a vertice to see it. I am looking on the API website too but it doesn't seem like they have examples there so it's difficult for a beginner to use.
Thanks much for any help
UPDATE:
Thank you for the links – I did see those before I asked:
The first one has some great examples but they are all for “getting” vertices in a group, I already have the vertices I need to work on (as an array), and since I'm importing/working on the same mesh every day those will not change.
I think the last one shows how to iterate through vertices and see if they are assigned to a group and if so multiply the weight by a factor. I want to set them to specific weights by bone (like in the image), not increase all of their weights by a factor.
The middle two both go to the same place. It's more than 8 years old, but it worked, with a slight edit, to get some data back about one of my vertex groups:
import bpy
obj = bpy.context.object

def get_weights(ob, vgroup):
    group_index = vgroup.index
    for i, v in enumerate(ob.data.vertices):
        for g in v.groups:
            if g.group == group_index:
                yield (i, g.weight)
                break

import bpy
obj = bpy.context.object
vgroup = obj.vertex_groups[16] #I changed 0 to 16 to target a specific vertex group

# iterate over index, weights
for i, w in get_weights(obj, vgroup):
    print(i, w)

The first column returned is all the indices for my group, but the second column shows only one weight, not all the weights associated with each vertice per each bone that affects it (like you see in the image at the top). Since at least four deform bones are affecting each of these vertices I would expect to see more data here – Maybe I'm thinking about this in the wrong way - Are the weights stored in the bones instead of the vertices?
551 1.0
556 1.0
662 1.0
664 1.0
698 1.0
2220 1.0
2230 1.0
2236 1.0

Final Summary:
Wow - thank you so much for that answer. Your code worked for me and I think I understand most of the logic due to your detailed explanation and code comments:
the object has a mesh: (obj.data)
the object's mesh has vertices: (obj.data.vertices)
the vertices have groups (obj.data.vertices[x].groups)
the groups have “vertex group elements” like indexes and weights (vge.group) (vge.weight)
Seems like one of the takeaways here is not to see the Vertex Group as a container of vertices, but rather as a property of a vertice (that's why you said “vertex groups don't know their vertices”) and it makes some sense since an object in the physical world would not be able to occupy two containers at the same time.
For any other beginner like myself:
Even with the great explanation from Blunder I was stuck on this still because I only just now realized that something  automatically makes vertex groups for bones and gives them the same names as the bones. So I thought the panel in my attached screen shot was showing me “weights per bone” when it was actually showing me “weights per group”. Once I realized that, I was better able to follow along with the code.

Have you searched for examples? There are related questions: Finding vertices in a Vertex Group using Blender's Python API and How can I get the weight for all vertices in a vertex group? and How to set vertex weights using Blender's Python API? and How to modify vertex groups through script

Hi. Thanks for the update. The first two (or three) links above indeed show how to get the vertices of a group. I've posted them so you can see how to access the vertex group and the weights. It looks like it's still confusing you ;-), so I posted an answer and hope it makes it clearer. As far as the API is concerned, the weights are not stored in the bones but in the Vertex Group Elements that are attached to the vertices. From the user's point of view, the weights are stored in the vertex groups. The weights determine how much influence the bones have on the mesh (you know that, right?)

thank you for this - you code worked for me and I'm learning a lot from it - I updated my post with some final thoughts

Vertex groups are not handled in Python the way you might think (at least not the way I thought when I first started playing around with them).
Let's have a look at the relationship:

you have an object like 'Suzanne'. The active object is in bpy.context.active_object

the object (obj) has the vertex groups in obj.vertex_groups

the vertex groups have the same order as in the list of Vertex Groups on the Data Properties tab

the index values of the vertex group go from 0 to n-1. If you change their position in the list, their index changes accordingly.

the vertex groups can change the weights with the add method, e.g. group.add(v_index, weight, 'REPLACE')

the object has a mesh (obj.data)

with vertices in obj.data.vertices

the vertices have their vertex group elements in obj.data.vertices[x].groups
the vertex group elements know the weight (vge.weight) and the group index (vge.group)

Conclusion

the vertex groups don't know their vertices
you have to check the vertex group elements of the vertices to see if the vertex is in a given vertex group. Yes, high-poly mesh = million of verts = poor performance
the vertex group can change the weight
the weight is in the vertex group element which is bound to the vertex

In your example, you only get one weight because you have only one vertex group (#16) and you check all vertices if they are in that group. If yes, you print the vertex index and weight of the vertex group element.
That's not what you want. For your given vertex indices, you need to get the vertex object for each index. Then build another loop over its vertex group elements giving you all the indices of the vertex groups this vertex is in. Now you can check if the vertex group index belongs to a group you are interested in. If yes, you can finally change the weight.
Here is an example script that prints the weights of all vertex groups that the given vertices are in. Then it sets/replaces the weights of the given groups. (The vertices and groups are defined by the index values.)
import bpy

def print_assigned_vertex_groups(obj, my_vertex_indices):
    print("Vertex group info:")
    for vert_index in my_vertex_indices:
        vert = obj.data.vertices[vert_index]   # get the vertex
        print(f"Vert {vert.index} at ({vert.co}) is ")
        if len(vert.groups) == 0:
            print("- not assigned to any vertex group")
        else:
            for vge in vert.groups:     # vge is a VertexGroupElement
                group = obj.vertex_groups[vge.group]
                print(f"- assigned to vertex group index {vge.group} = '{group.name}' with a weight of {vge.weight}")
    print()

def assign_vertices_to_vertex_groups(obj, my_vertex_indices, my_group_indices, new_weights):
    print("Assigning vertices to selected vertex groups:")
    for vert_index in my_vertex_indices:
        vert = obj.data.vertices[vert_index]   # get the vertex

        for i, group_index in enumerate(my_group_indices):
            group = obj.vertex_groups[group_index]             # get the group
            group.add([vert.index], new_weights[i], 'REPLACE') # change the weight

    print("done\n")

def main():
    # active object
    obj = bpy.context.active_object

    # chosen vertices, groups & new weights
    verts_in_group = [60, 61, 62, 166]            # <-- change the vertex indices
    my_group_indices = [4, 5, 2]                  # <-- change the group indices
    new_weights = [ 0.5, 1.0, 0.25]               # <-- change the weights you want

    # print some info
    print("---START-------------------------------------------")
    print(f"Object '{obj.name}' has the following vertex groups:")
    for g in obj.vertex_groups:
        print(f"group {g.index} = '{g.name}'")

    print()
    print(f"Chosen groups:   {my_group_indices}")
    print(f"Chosen vertices: {verts_in_group}")
    print()

    print_assigned_vertex_groups(obj, verts_in_group)

    assign_vertices_to_vertex_groups(obj, verts_in_group, my_group_indices, new_weights)

    print_assigned_vertex_groups(obj, verts_in_group)

if __name__ == "__main__":
    main()

Output of a test with Susanne:
---START-------------------------------------------
Object 'Suzanne' has the following vertex groups:
group 0 = 'head'
group 1 = 'eye.left'
group 2 = 'eye.right (gets changed)'
group 3 = 'eyebrows'
group 4 = 'new demo_group_1'
group 5 = 'new_bone_head'
group 6 = 'last group (unused)'

Chosen groups:   [4, 5, 2]
Chosen vertices: [60, 61, 62, 166]

Vertex group info:
Vert 60 at (<Vector (0.3516, -0.8281, 0.2422)>) is
- assigned to vertex group index 0 = 'head' with a weight of 0.8312757015228271
- assigned to vertex group index 1 = 'eye.left' with a weight of 0.5308641791343689
Vert 61 at (<Vector (-0.3516, -0.8281, 0.2422)>) is
- assigned to vertex group index 0 = 'head' with a weight of 0.8312757015228271
- assigned to vertex group index 2 = 'eye.right (gets changed)' with a weight of 0.25925925374031067
Vert 62 at (<Vector (0.3516, -0.8047, 0.1172)>) is
- assigned to vertex group index 0 = 'head' with a weight of 0.8312757015228271
- assigned to vertex group index 1 = 'eye.left' with a weight of 0.5308641791343689
Vert 166 at (<Vector (-0.2109, -0.7109, -0.4453)>) is
- not assigned to any vertex group

Assigning vertices to selected vertex groups:
done

Vertex group info:
Vert 60 at (<Vector (0.3516, -0.8281, 0.2422)>) is
- assigned to vertex group index 0 = 'head' with a weight of 0.8312757015228271
- assigned to vertex group index 1 = 'eye.left' with a weight of 0.5308641791343689
- assigned to vertex group index 4 = 'new demo_group_1' with a weight of 0.5
- assigned to vertex group index 5 = 'new_bone_head' with a weight of 1.0
- assigned to vertex group index 2 = 'eye.right (gets changed)' with a weight of 0.25
Vert 61 at (<Vector (-0.3516, -0.8281, 0.2422)>) is
- assigned to vertex group index 0 = 'head' with a weight of 0.8312757015228271
- assigned to vertex group index 2 = 'eye.right (gets changed)' with a weight of 0.25
- assigned to vertex group index 4 = 'new demo_group_1' with a weight of 0.5
- assigned to vertex group index 5 = 'new_bone_head' with a weight of 1.0
Vert 62 at (<Vector (0.3516, -0.8047, 0.1172)>) is
- assigned to vertex group index 0 = 'head' with a weight of 0.8312757015228271
- assigned to vertex group index 1 = 'eye.left' with a weight of 0.5308641791343689
- assigned to vertex group index 4 = 'new demo_group_1' with a weight of 0.5
- assigned to vertex group index 5 = 'new_bone_head' with a weight of 1.0
- assigned to vertex group index 2 = 'eye.right (gets changed)' with a weight of 0.25
Vert 166 at (<Vector (-0.2109, -0.7109, -0.4453)>) is
- assigned to vertex group index 4 = 'new demo_group_1' with a weight of 0.5
- assigned to vertex group index 5 = 'new_bone_head' with a weight of 1.0
- assigned to vertex group index 2 = 'eye.right (gets changed)' with a weight of 0.25


text:
How can I stretch my model's leg without scaling it?
I want to stretch my model's leg without it getting bigger.

When I move the Heel IK down, the leg stretches, which I don't mind, but the leg also gets bigger, which I don't want to happen. Below is my desired effect:

As you can see, the leg still stretches but stays the same size. This is what I want to achieve. How can I do this?
Here is my .blend file if this helps.


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How to make two points move along a path keeping a fixed (direct) distance all along?
You know how a train wagon moves on its tracks? If it takes a curve only the wheels stay perfectly above the track, the rest of the wagon might get offset a bit.
This motion is exactly what I am trying to recreate in Blender.

Try one: Armature constraint and offset

First thing I tried was using an armature with two bones, one following my path with a constraint, the second just with an offset. On pretty straight paths this is very effective.
Pic 1: The green bone is the middle one, the blue one is the offset one, the orange line is my path and the circle represents the fixed distance for the second bone. The blue bone should always be on the crossing of the circle and the path.

However, this turned out to be ineffective for sharp turns, because the offset is not the direct distance (represented by the circle and purple line) but the distance via the curve (as seen in Pic 2, green).

Try two: Armature constraints and limit distance

Second way I tried is similar to the first, it uses an armature and two bones with a follow path constraint, the second having an offset. The only thing that's different is that I included a Limit Distance-constraint on the offset bone. This worked pretty well, as seen in Pic 3, except that it limits the distance after it follows the path, which means it isn't on the path anymore. The otherway around is even less effective (Limit Distance, then Follow Path) because then the position gotten from limiting the distance is used in following the path as well.

Third try: Line segment and curve modifier

The last option I tried, came from this post. It used a line segment and a curve modifier on it. This seemed very effective too, except I had the same problem as in my first try; it didn't use the direct distance (purple) but the curve distance (green) to bend the segment (Pic 4).

My final question

How can I make two points follow the same curve but with always a certain distance apart as the crow flies?

You can do it with animation nodes.
I use a loop to iterate over the points of the curve and calculate the distance between the two points.
Node tree:

result:

Note: the higher you increase the amount of the float range, the more precise the result will be. This is NOT an exact result, it is "just" an approximation. But the approximation will be really good if the amount is high enough.
Another possibility
... might be to give physics a try...But i am not sure whether it is what you want.
I gave the curve a rigid body after converting it to a mesh.
Then a added an empty with rigid body constraint type "point":

result:

Note: i had to increase the substeps to 100 so that it worked realistic...

Thanks for this answer. I have two questions:

Is this possible maybe with Geometry nodes?
What are the different objects in your node tree you used?

at the current development of geometry nodes AFAIK it is not possible. I use a loop here and loops are not possible with geometry nodes right now.

what do you mean with objects? i used a cylinder, a cube and a circle (which is the bezierpath)...if you mean that....the spline/curve is generated/created by the AN node tree

What is the Target?

a target in AN is an object which will be generated by AN. In this case it is a curve/spline and is the "cylinder"/distance between the two objects. I wanted to visualize the distance so that you can see it is constant and that it looks a bit better ;)

i know - if you are new to animation nodes, this is hard to understand. But i am sure, if you learn it you will love it. Possibilities are amazing and it is really worth learning it.

And what kind of object is the circle? Is it one generated by AN or do I have to add it myself? How can I generate the Target? How do I animate the node tree?

Let us continue this discussion in chat.


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Issue with bridge between two edge loops
I'm trying to bridge a circle with an edge loop of a complex model (see next picture.)

However, when I select both edge loops and select to bridge both edge loops (via space => mesh: bridge edge loops), I get the following result. I think I'm missing something but can't get to the reason.

I think that's not possible, looping requires exact amount of edges in both sides, what you could do is merging all those edges until there is exact amount of edges, or bridging edge by edge manually. BTW what kind of mesh do you want to achieve? Maybe there is another way to do it...

I see. I added a third picture of my alternative solution of what I'm trying to do. I would like to build a solid hull from the edge loop on the left. Just dragging the edges also works and I can cut it in the end. But the resulting mesh is very rough and only has a very limited amount of faces. I'm not sure whether there is a solution to get this done in a better manner. It looks a bit weird.

But your model looks very complicate, with a lot of lines and trying to work with that is very complicated (maybe you noticed that), can you share your reference image please?

Yes, the model is pretty complex. It results from a photogrammetry of a face. What do you mean by "reference image"?

https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Background_Images


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How to make power line cables hang and move with wind?
Edited
I made a curve path in the shape of wire hanging from two support beams, in a scene I'm creating. I want to incorporate wind simulations to affect the wires so that they sway to the side/in the direction of the wind. How would I go about doing? I've im not sure whether to use rigid body or soft body as I'm kinda new to this sort of thing. Any help appreciated, please!
Using Blender 2.82
I was linked this post
Are curve physics possible?
Although useful I still need help with making created wires get influenced by wind physics :)

The content should not be the title repeated. Maybe write what you've tried.

https://blender.stackexchange.com/questions/48801/are-curve-physics-possible/48806#48806

@Lukasz-40sth Sorry. I didn't know what else to put. I made a curve path in the shape of wire hanging from two support beams, in a scene I'm creating. I want to incorporate wind simulations to affect the wires so that they sway to the side/in the direction of the wind. How would I go about doing? I've im not sure whether to use rigid body or soft body as I'm kinda new to this sort of thing. Any help appreciated please!

Can't beat @DuarteFarrajotaRamos when it comes to pulling out his noodle answers.  Recommend studying his answer to dupe question, and if need be ask a more focused question (perhaps with blend file attached) re getting a wind force effect.  Would like to see answer, voted to re-open.

The described technique using a cloth modifier is compatible with wind force field simulation.

So from my understanding, if I was to pull it off I would convert my path to mesh, select vertices that I want to not be affected in a vertex group, then apply a cloth modifier?


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What does Primary Bone / Secondary Bone mean?

In importFBX panel, what does Primary/Secondary bone axis mean ?
Update : no precise answer yet, but my guess is like this

I have the same issue as this, Do you know what they are?

@tancen Unfortunately no precise answer yet, my only guess is like this (I edited my post)


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How to copy ABC file material to another?
I have a imported ABC model and I selected faces and assigned three materials on it. Now I have another ABC file with same mesh but different anim data

How to copy materials to the left one without assign them individually ??
I tried Ctrl + L to copy material or object data, only the first material is assigned

Im pretty sure this question is clear enough to not be a duplicate. And I'm also almost sure, that the most common problem to this abc import is to import each part (which needs a unique material) as a separate abc.

I wish my partner could separate them as well, but he made the clothes in MD and seems like they are inseparable , I'm thinking they all share same UV map maybe there's way to do it...


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How to rotate and align axis inside edit mode

I have a object rotation and position are all zero, but I rotated it in edit mode, now I want to align it to XY plane, how to do it ??

Check out answers here  and  here .. among the others linked from the questions.

Thank you so much, it's actually quite complicated :p


text:
emission mix transparent not rendering properly
I have mix shader with emission node and transparent node
When I do render, there's no color & no emission
And eevee or cycle behaves the same
How is this happening ??
Here is the blend file :
https://drive.google.com/file/d/1PKHJ9yLjjVtI_jf5BO1TdiYw1XbODigI/view?usp=sharing
thank you :)

can you provide your blend file?

Please [edit] your question to add screenshots of your setup, your material nodes and your results. What result are you expecting? This will make it easier for someone to understand your issue.

Please add more information. It is likely that you are dealing with a bug in blender that has been fixed in version 2.92. Please show images of the materials that you are using, images of the compositor nodes and the object in the viewport and the result you are getting. Also know that you should not use png for this kind of images. Update your question so that we can help you better.

thank you guys, I just edit the question

Don make the question depend on downloading a file. Use words to explain what you did and add images that show your settings and the results you are getting.


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Lighting doesn't work in viewport render mode for "Rain_rig" file
I'm working on Rain rig given by blender foundation, When I use the render mode everything looks like it's lit, but there are no lights, the world light is set to 0 strength and black. Nothing reacts to new lights. But when I go and render the scene everything works properly.
and here's a video showing everything: https://youtu.be/OIE-BIJCxHw

Looks like you have turned off the Lighting options
[X] Scene Lights and
[X] Scene World
Select the Rendered viewport shading mode (Z), then open the dropdown menu right next to the viewport shading mode icons and check the options. They must be checked to get the same result as in the final render (F12).

If you have them unchecked no lights from the scene will be used and for the world, a built-in HDRI will be used. You can click the HDRI preview sphere to select another world lighting setup in this case.


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Cannot directly grab and move a vertex with the G + mouse
I'm really new to Blender (v2.93.6 on ARM Mac) so I'm following tutorials on YouTube.
I'm trying to move a selected vortex with Grab + Mouse movement but this opens a little menu (called Move) in order to indirectly move the selected vortex (X, Y, Z values).
You can see the menu on the bellow picture.

This is really uncomfortable to use and I am looking to use the mouse to move the vertex (like the tutorial does). What do I miss ? Thx for the help. I have searched for answers on the web but not result.
Thank you a lot for the help

Are you clicking after pressing G key? You should press G key, then move and only then click to confirm movement.

As @MarkusvonBroady says, this menu usually appears after using the Move tool, i.e. after confirming with left-click or pressing Return. Of course this is uncomfortable when you expect to move it manually. This is only useful if you want to move a vertex a specified distance or if you moved it manually (then the values of your movement appear in the fields) and want to let's say round them up.

Thank you ! Indeed, I was pressing G then clicking while dragging... When I'm pressing G then moving the mouse, the vertex do not/ cannot move. However, if I press G twice then move the mouse, then the vertex is moving according to one degree of freedom which are the selected vertex edge lines. What am I doing wrong ? Thank a lot, again.

Select a vertex by clicking on it (and releasing the mouse button), now wress G key, then release it. Now move your mouse. If that doesn't work, something is wrong - a bug, or weird settings, or something weird in the .blend file...

Something is wrong, I should try to reinstall Blender in order to avoid weird settings. For exemple. Or maybe run an other version through a virtual machine. I will update the post if I find any solution to this issue.

I did not found the issue but I now know it comes from the project file. I reinstalled Blender and the issue remained. Then, I created a new project and I can now move the vertex normally. Thank you again.

I turn of Proportional Edit mode and it work for me.

Ran into the same issue. Selecting a single vertex on the donut, moving with G didn't work.
If you had zoomed out, you would have seen the following: The mesh snaps to the grid at regular intervals.
You can turn off snap-to-grid with ⇧ Shift + Tab (or the little magnet button on top of viewport).


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How to control amount of fluid in Mantaflow?
i want to start my simulation with a low amount of water and it should increase after some hundred frames more and more.
Unfortunately animating the velocity variables is not working that well and scaling the emitter is not working because it´s made of single faces in one object. And i can´t scale the emitting faces with "individual origins" as keyframes.
Any workarounds?

can u provide blend file? "normally" velocity would be the right thing to use...what do you mean with "not that well"?

thank you, what velocity option is the best to animate?

I would try normal…then you can rotate the emitter if you want and it still works while animating

the emitting object is not moving or rotating... it´s just emitting like a faucet.  but i will try it with normal velocity, thank you!

i set the normal velocity to -2 for the start, after 100 frames it goes to 0. and it´s still a huge amount of fluid in the beginning..

Every other value than 0 will emit fluid. The higher the absolute value is, the more fluid will come. Positive or negative values are just different for the direction of the fluid. So just lower the values - to e.g. 0.3

not working.. from 0.0 to 0.3 keyframed for example produces still a huge amount of fluid in the beginning.. should i scale my emitting faces much more down?

So please provide blend file…so I can check it out

another fileupload:  https://filehorst.de/d/eIFnfmiq

Hello? Did you check it out?

i cannot download your file....i have no idea why. Could you please use a more common cloud service like dropbox, onedrive...or google?

what version of blender is your file?  I was able to download it, but I opened a 25Mb file with no objects in 2.93.5

it´s Blender 3.1

One thing you can try is to animate the surface emission, however that would mean that the water would start to appear from more than the object's face.  Ah but you want to start with a lower amount than your object gives when surface is 0.0 I bet...

In your file, you don't need both a Fluid collision effector (keep) and a Physics Collision modifier (remove) on your Toke.003 unless it is involved in other types of Physics (collide with cloth, for example).  Not needed for the other Toke objects either I would suggest.

One thing you can try is to animate the surface emission, however that would mean that the water would start to appear from more than the object's face.  Instead you could have a hidden dup of your emission object that is the actual emission object, scaled down to your minimum flow.
  And here is your file with similar.
I'm still downloading 3.0, but probably similar in 2.93.5...
You could try a trick where you have a hidden (non-renderable) collision object that is the same shape as your emitter object, and you could vary its scale to have it interfere more or less.

Another idea is to animate the particle radius:

I finally got blender 3.0 installed.   The blender uploader doesn't seem to recognice 3.x file yet, so here is a Dropbox link.

thx.. i will try that!

Decreasing particle radius leads to the opposite.. the fluid is getting clumsy and blown up. think i should adjust the mesh particle radius as well...

@flonkplonk -- Yes I can imagine some side effects on all of these suggestions, also depending on your mesh-flow object.

@flonkplonk You want to INCREASE particle size to slow down the flow. I left a link to your file that I edited with the example of my third suggested technique.

@flonkplonk I also added a Dropbox link to your file edited with my first example of animating Surface Emission instead of Particle Radius.  Just an example as you'd probably want the initial flow to be smallers (by scaling the Toke_Wateremitter object).

thanks James! will look into it!

Great! Thanks, James! the animated particle size example is great, the one with animated emission has still very very thick fluid in the beginning... i even tried something and scaled my emitter faces extremely down and there was absolutely no thinning of the initial water emission..

@flonkplonk -- these indirect methods in these arcane applications can be hair pulling exercises!  Hopefully you still have some left ;-)

James, it´s only try and error... animating particle size (like in your example) now leads to the flow playing reverse! :D  so the fluid goes back to the emitter for a short time which looks really strange... i think i will buy another fluid addon, MantaFlow is completely strange and irrational..

and "arcane" is a great term :D or "quantum mechanic effects"...


text:
Extrude horizontally

I couldn't find a way to extrude horizentally like the video i've tried it with e but it extrudes verically or they all go into the same way.
https://youtu.be/8daiSGVfp9g
0:30

Did you set your Transform Pivot Point (the second box from the right on the middle top) to Individual Origins ???

With your vertices selected in edit mode

press E S and move your cursor.

You can also use shift-z when scaling to constrain only to Z axis


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Mirror Vertex Group in Weight Paint no working (Blender 3.0)
In Blender3.0, I create the left side of bones, In pose mode, auto name left-right, then symmetry. Then set parent to mesh as empty weight.
But as you can see in the image, when I paint the left side (fr.eyebrow.000.L) while opening the Mirror Vertex group, the right side(fr.eyebrow.000.R) is not painted.

These two switchers should be enabled:
Mirror vertex groups an "X"

Thank you for answering, but seems like it doesn't work for me. If I open both "Mirror vertex groups" and "X", my paint still has no symmetry. If I only open "X", my paint only have symmetry on the same vertex group.

I see the similar Blender bug, enabling Mirror Vertex Group checkbox and paint on Right bone and all mirroring happens still on right side, I click on Left bone and see all painting on Right side, I have _Left and _Right vertex groups. Blender is doing something completely unexpected. I can no longer use Symmetry paint in Blender 3.3


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Problem with Rigid Body Objects
I've been trying to reproduce the treadmill (from this video at 1:45: https://www.youtube.com/watch?v=iLRsCtd5P9s) and I've been going through a lot of problems with the physics and the rigid body objects especially.
I've got two main problems:

First, when an object arrives at the end of the treadmill, it continues on the X axis instead of falling as it should do.
Second, I also do not understand why but the object does not fall on the treadmill but instead it stops a bit before touching it. It still move in the good direction though.

Could everyone try to help ? I tried everything I saw to resolve the problem but I can't figure it out.
Here is the file if you need it :

Thanks a lot !

this way it won't work. You have to use an object (solidified plane e.g.), add array modifier and curve modifier. Then it can work, if you do the right things.

Hey, thanks for your reply.  I already did that though. I created a cube that I shaped into a tile, then I added a curve and I added the array modifier and the curve modifier on my cube.

tap "remove rigid body world"

then add it again

delete belt down (don't know why you have there 2 belts....)

change rigid body of belt like this:

result:

Okay so, it did worked well, I did as you told me to with the difference that I switched the cube with a sphere. It still worked perfectly, so I decided to save and when I saved the sphere started to go through the treadmill again... I feel like blender is trying to mock me. I aslo feel like everytime I add a new object the rigid body world goes crazy. Do I need to add all objects before and then create the rigid body world? Anyway thanks for spending some of your time for helping!

"normally" no...but...rigid body has a cache. And that isn't that easy to delete....so....i don't know another way. In an easy setup you won't have to delete the cache at all for rigid body physics. I don't know why it is necessary in this case

please click on the checkmark left of my answer if it helped you. Thanks.


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How to add an IK-FK snapping feature to a rig?
I've recently made IK-FK switch drivers for my rig experiment, but is there a way to add an IK-FK snapping function similar to that of a Rigify rig? In other words, I want to add some buttons to the UI that snap the IK chain to the FK bones' position and vice versa.

As you can see above, I have to pose the FK and IK bones separately when I switch to one or the other. Below is an example of the features I want to implement.

Notice how I can "snap" the IK chain to the FK bones and vice versa.

I want to add these functions to my rig. How can I do this?
This is the tutorial I followed to set up the drivers. I'm using Blender 4.1.0. I hope this wasn't too confusing. Here is my .blend file:


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How to display custom bone properties in Pose Mode at all times?
I've recently made IK-FK switch drivers for my rig experiment in Blender 4.1.0 using this tutorial, but I have to select the gear bone above the character's head in Pose Mode to access the IK-FK switches.

When I select this bone, I can see the custom bone properties.

When the bone is not selected, they are not shown. This is a minor annoyance I'd like to get rid of.
Is there a way to display these switch properties in Pose Mode when ANY bone is selected, so I don't have to select the gear bone every time?
Here is my .blend file if that helps:


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Body obj always take on the color of lower garment (Python API)
So, basically I have a SMPL body mesh(without texture cordinates), a shirt garment mesh(with texture cordinates) and a pant garment mesh(with texture cordinates). Using blender I load the load first lower garment in the scene and attach the texture image for it to it, then the same for the upper garment and then load the body mesh in the scene and export the obj file. BUt the exported obj file has the color of the pant garment. I don't know whats causing this. Assigning a new material with diffuse color doesn't work. It works when the diffuse color is set to (0,0,0) but when I increase it, its goes back to the color of the garment.
import bpy
import sys
import os
import argparse

class Renderer():
    def __init__(self):
        self.get_args()
        self.setup_scene()
        self.setup_objects()

    def get_args(self):
        # Parse arguments
        ap = argparse.ArgumentParser()
        ap.add_argument("--up_mesh", type=str, help="location of upper mesh")
        ap.add_argument("--up_text", type=str, help="location of upper texture")

        ap.add_argument("--low_mesh", type=str, help="location of lower mesh")
        ap.add_argument("--low_text", type=str, help="location of lower texture")

        ap.add_argument("--body_mesh", type=str, help="location of body mesh")

        ap.add_argument("--output_path", type=str, help="Location to export the combined object")

        # Extract arguments passed to Blender
        argv = sys.argv[sys.argv.index("--") + 1:]
        self.args = ap.parse_args(argv)

    def setup_scene(self):
        # Setup scene settings
        bpy.context.scene.render.resolution_percentage = 100
        bpy.context.scene.render.use_border = False
        bpy.context.scene.render.alpha_mode = 'TRANSPARENT'
        bpy.ops.object.select_all(action='SELECT')
        bpy.ops.object.delete(use_global=False)

    def insert_object(self, gar_loc, tex_loc, scale, body_bool):
        # Import object
        bpy.ops.import_scene.obj(filepath=gar_loc)
        obj_object = bpy.context.selected_objects[0]
        obj_object.scale = (scale, scale, scale)

        # If it's the body mesh, preserve vertex colors
        if body_bool:
            if obj_object.data.vertex_colors:
                print("in true")
                # If vertex colors are defined, use them
                mat = bpy.data.materials.new(name='body_material')
                mat.use_vertex_color_paint = True
                obj_object.data.materials.append(mat)
            else:
                print("in false")
                # If vertex colors are not defined, create a new material
                mat = bpy.data.materials.new(name='body_material')
                mat.diffuse_color = (1, 1, 1)  # Light gray color
                obj_object.data.materials.append(mat)
        else:
            # Add texture if provided and not a body mesh
            if tex_loc:
                img = bpy.data.images.load(tex_loc)
                cTex = bpy.data.textures.new('Texture', type='IMAGE')
                cTex.image = img
                mat = bpy.data.materials.new(name='object')
                mtex = mat.texture_slots.add()
                mtex.texture = cTex
                mat.specular_color = (1, 1, 1)
                mat.use_shadeless = True
                obj_object.data.materials.append(mat)

    def setup_objects(self):
        # Insert upper, lower, and body meshes
        self.insert_object(self.args.low_mesh, self.args.low_text, 4.0, body_bool=False)
        self.insert_object(self.args.up_mesh, self.args.up_text, 4.0, body_bool=False)
        self.insert_object(self.args.body_mesh, None, 4.0, body_bool=True)

    def run(self):
        # Export combined object
        bpy.ops.export_scene.obj(filepath=self.args.output_path)

if __name__ == "__main__":
    renderer = Renderer()
    renderer.run()

Orignal SMPL Body Mesh

Blender Output Mesh

I don't know whats causing this. Any help would be appreciated!


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I want to make the extra part of the cabinet and the width of the cabinet look the same

I want to attach the (selected) extra side on the (카운터. 001) with the (카운터. 003) *It means 카운터.001= counter.001, 카운터.003=counter.003, but it's actually a cabinet.I misused the term.
But I'm not sure what to do. 카운터.003 is the door of the upper cabinet and counter. 001 is the upper cabinet behind the door. To make a smooth top that doesn't stick out and can be opened without a handle, I want to make that extra side look the same as 003's width, and I want it to look like it's glued up, what should I do?

I solved it


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2.80 - Can't see selection color
On this project I'm working on, when I select a vertex (or anything else) in edit mode it doesn't become orange, it looks exactly like if it wasn't selected. If I grab it, however, I can see the vertex move, so I know it has been selected even if it doesn't show.
I've tried this on a new file and the vertex is shown orange when selected like expected, so it seems like I changed some setting without realizing it in the original project. Does anyone know what is going on?
EDIT: forgot to mention that this happens with the grease pencil

The solution was rather simple: somehow the vertex opacity in the overlay menu was set to 0. Changing its value fixed it.


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God help a total nob with bevel
Crazy ass nobs. I get the ideal to buy a 3d printer knowing nothing about them. After a lot of searching/reading I get the thing going and feeling a little respectable until I take on this project for my girls. It's a butterfly and as you can see it's a little on the complicated side. But still, I figure out how to get it into Blender and manage to get it exported to Simplify3d and printed. The girls love it. Feeling a little smug I make the fatal mistake of suggesting that the edges would look better rounded off. Always quit when you're ahead.
So this is what I started with.

After a lot of hair pulling I figure out how to get the top edge selected. You'd a been laughing your butt of if you'd a seen me right clicking on one edge at a time until I learned the easy way. Anyways things were looking good until I laid the bevel on it.

Closeup of antennas.

As you can see on all the narrow areas the bevel overlaps on itself. After more searching/reading/hair pulling I discover something called "Clamp Overlap"

I didn't think it was working at first as it looks pretty much like what I started with until I zoom in. It seems to be working correctly, The antenna are so small Clamp Overlap is restricting it to a tiny size.
So I do more searching/reading/hair pulling and this time come up totally null which is why I came here lol. Does anyone know of a way to round off the corners? Like is there a mod or a secondary step I can use to get rid of the overlap without reducing the size? I've played with the modifiers in the "Object Mode"  with no success but it is an option if anyone knows a trick. Even though it does the bottom also I can make it thicker to start with and then slice it in half. And if in the end the antenna and the wing tips aren't as thick as the rest it would probably be ok.
And exporting to another program would be an option. Only thing is it would probably have to be in .stl format as .obj gets it standing strait up in Simplify instead of laying flat for some reason.
Any help would be most appreciated. The wife is riding me a little about it now. :(
Edited to upload file, 2.7, already has edges selected as in picture above.

"God help a total nob" God doesn't usually stop by this site often. Your object has pretty awful topology. It also looks like it was converted to mesh from a curve, which would have been a much more suitable geometry type

Thanks you Farrajota for replying. It's kinda English slang for a major plea for help. And you're correct, It began life as a black and white silhouette jpg which was converted to a .svg file and imported into Blender.

Please be aware that Stack Exchange is not your average run-of-the-mill forum. Ask precisely and include as much information without unnecessary fillers or "slang".
Also please read this and follow the steps thoroughly to update your question by using the "edit" link below it.

Bevel will not work correctly on geometry with vertices too close to each other. Either it will overlap awfully if beveling without clamping or as you discovered there won't be any overlaps with Clamp Overlap but bevel effect will be almost invisible.
There are ways to work this around - either retopo the mesh using any of existing ways so far (manually or using any created solutions be it addons or other programs) or build bevel using curves possibilities.

To go with curves first selected vertices of the butterfly profile were duplicated and separated into another object (P > By Selection). Then that object was converted to curve via Alt+C in Object mode. Curve was cleaned in Edit mode afterwards - type of splines was set to Bezier, handles - to Auto so that shape is smoothed by default as much as possible.
Next step was to extrude and bevel the curve object. Easiest way is to set curve type to 2D in curve object settings, Fill option to Both and Extrude to something other than 0, depending on desired depth.

However if beveling intersections appear in the corners where curve handles are too near to each other due to details.

One way to compensate that is to decrease Offset value to the same amount as Bevel was set to, but negative. In this case Bevel was set 0.5 and the Offset to -0.5.

Some extra curve handles in the corners were removed and others were adjusted to get rid of remaining overlaps.

R El Clein It works!!!!! I can not thank you enough.


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Is there a revealing mask on blender VSE? Or other way to solve my problem
I'm working with 3 image.
pic1 - background
pic2 - object
pic3 - object with transparent background
So pic1 will be under pic2 but I want to use pic3 to hide part of pic2 and show pic1.
I used Synfig Studio before. They called this as Revealing/Hiding Mask.

This sort of thing perhaps ?   https://blender.stackexchange.com/questions/69832/realistic-rendering-of-mesh-together-with-image/69863#69863     The cube behind the tree in the 2nd answer.  That had a background pic, (pic1) a cube object (pic2) and a mask which is shaped so it cuts the tree trunk shape out of the cube which is in fact sitting in front of the bkd image.

More on masking - https://blender.stackexchange.com/questions/117572/how-to-put-a-mask-into-3d-space

Nvm. I think it will work


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why camera sensor fit auto,horizontal and vertical FOV different in resolustion x<y?
Theoretically when resolution x>y（horizontal photo）  it should select horizontal of sensor fit, auto fov = horizontal fov. when resolution x<y（vertical photo）  it should select vertical of sensor fit, auto fov =vertical fov. but In fact when resolution x<y auto  is different vertical fov, there is 3 fov! why? Is it a code error?

Hello ! Could you add a bit more info, like which add-on you're using and what it's supposed to do.

the addon is photopgraher 4  but it doesn't matter, you can manully input photo resolution,if x>y is landscape mode .if y>x is portrait mode, but I'm trying to figure out what's wrong with the sensors fit. if y > x sensor fit have three diffenret FOV. why?


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Problems with Gradient and Bump Node
I'm trying to make a color gradient. When I use Wave Texture as a color, everything works correctly, the gradients are not sharp.

But if I connected Wave Texture as Bump Height, the gradients become very sharp.

How to make the gradient smooth for Bump Node? and what am I doing wrong?
 (Blender v 3.3.0)

Your Bump 'Height' is over the top, for the dimensions of the mesh. You can either dial down the height itself, or adjust 'Distance', which is just a height multiplier.. same thing.
('Strength' is a simple linear mix between the RGB=XYZ(No Bump) and RGB=XYZ(Bump).. subtly different, less easy to interpret physically. I treat it as a purely visual effect, only if needed, otherwise 1)
One tip for Shift-slide-adjusting tiny values.. pop them through a multiplier on the way in. You can always type in the right value once you've found it:

what does OTT stand for?

@Chris [Over The Top] ! My bad.. thought that one crossed language-barriers :)

@Chris google any initialism together with urban dictionary, and you will reliably find a definition for each.

Yep, but I found dozens of explanations…when I searched for abbreviations

@Chris when you search on Google or wikipedia, you will find a lot of various abbreviations indeed, but on Urban Dictionary IRC initialisms will gravitate towards the top.

Modifying the distance to small numbers using a multiplication totally did the trick for me. Thanks @RobinBetts!

To my knowledge, Bump is used for sudden changes in surface height to create sharp bevels. I've seen techniques that averages multiple bumps to blur it, but maybe you want to try a setup like this:

but if plugin a simple noise texture, i got this: [1]: https://i.sstatic.net/0AJIa.jpg and maybe i am wrong but this doesn't look like sharp edges to me...

AFAIK, Bump approximates normals by passing heights through a  Sobel filter.. or something very like it. It actually makes a better approximation of normals on smooth gradients than on sharp ones, because it's based on discrete samples. (As always, waiting to be shot down :) )

@RobinBetts exactly, it's an edge detection algorithm, that's why I thought it's supposed to create sharp edges, but somehow this is not the case as your answer shows...

Hi @MarkusvonBroady .! . I'm always open to correction.. it seems to me that the output of Sobel is a discrete approximation of (dh/dx, dh/dy), whatever the gradient.. it just happens to throw up values which can be put through a threshold to detect edges.


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How to render like a technical drawing
I wish to make a render of my 3D structure so it looks like a black and white 2D technical drawing. How can one do that?
Using X-ray is not good, you could see all the lines from the mesh, but we want only the outer lines of a object in black, the rest is all white.

Hi JHNK, could you please add an image how you want it to look like? thx.

I think the line art modifier or freetsyle rendering should do it, but it really depends on your end goal.


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Improve video quality
I made nice shot with my camera but had some problem with focus and the video is a little blurry. Is there any good node setups for fix it? Moreover i have some night shots, which have quite bad quality, what can I do to get a nice quality, when sharpen node produce only grain?

The developer that makes a tool to fix bad video will become a millionaire. That developer hasn't come yet. Out of focus is probably one of the worst problems at that. In short, you're not going to get good results.

The developer that makes a tool to fix bad video will become a millionaire. That developer hasn't come yet. Out of focus is probably one of the worst problems at that. In short, you're not going to get good results.

Noise is one thing, focus is another!
There are free and commercial solutions to sort noise - some poor, some fairly good. I use NEAT Video for low-light compensation but day-for-night is a better solution for video work unless you have a great camera. You can reduce noise using a blur in the Blender compositor but it looks as bad or worse than the noise you're trying to mask usually. Natron, a free node based compositor has some noise reduction nodes.
Adobe demonstrated blur correction for stills some years ago but I don't believe this has filtered into video yet and it's not available in Blender. New cameras (lightfield) can refocus after the fact but again, this doesn't help you.
Honestly, if the shot isn't right in camera, you shouldn't rely on fixing it later in post. This is something we hear a lot and take it from another old pro, it always ends in tears! You can't make a silk purse from a pig's ear. I've made (and tried to fix in post) more mistakes than Ed Wood, so I know how this works. :)
Do what the pros do: reshoot it or cut the scene if you can. Put it down to experience and learn from it. As GiantCowFilms notes, the developer who could fix that problem would never have to work again.
You've taken the first step in recognising the shot isn't good enough. The next one is learning how to dump it in the trash! It's hard... I know.


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Prevent object from casting shadow in Eevee
How do?
One answer says to set Shadow Mode to none in the settings of the material, but this doesn't work in this case for some reason. The light is spot.

FOR EEVEE:
make a material for the object and go to material properties > setting > shadow mode > none
Edit: Use contact shadows for small distances. if you want good shadows make the clips start of the light smaller and shadow resolution higher!
contact shadows are only for very small details that resolution of shadow map can't cover.

Is that different than what's in the screenshot in my question?

Sorry didn't notice, yeah then you use contact shadows wrongly. it's only for small distances.

Edited the answer. Also someone should report this as a bug!

You could Use a light path node in the material and connect the is shadow to a mix between your material and a transparent shader
You can disable shadows for that light.
You might be able to disable shadows in the object settings or material settings as well.

Try adding emmesion to the yellow wall behind the object. The shadow won't appear on the wall, but the wall will glow. Just a warning if you don't want that.

That may prevent the shadow from being visible, but it's not the answer to my question.


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Hair rotation doesn't understand global Z
Why aren't these hair particles sticking up? I want them to stick up and to add a random rotation around their Z axis.
If I change the orientation axis to Global Y or Global X or Object X or Object Y then the particles will stick up but that's obviously a bug. In any case, randomizing rotation will not rotate them around the object's Z axis.
Does anyone know how to work around this bug?

This isn't an official Blender developer forum. If you want to report a bug please use Help>>Report a bug menu inside Blender.

Take the object you are using as the particle, go into edit mode, and rotate it 90 degrees, and your issue should be fixed.

Thanks @FFeller but my question was how to work around the bug. Obviously I can't wait for months for a fix to be released.

@person132 Thanks, that worked. If you add an answer I'll accept it.

It's not a bug, it just is still the case for (I think) legacy reasons that X+ is up in the world of particles.  Now as to WHY it was made that way in the first place, who knows?

The issue here is that while while the particle system is indeed pointing the objects towards the global z, it is pointing the front of the objects (in the +y direction i believe) towards the global z. In this case, you want the object to stay standing up, so if you rotate the original mesh by 90 degrees, the correct direction will be aligned to global z in the particle system.


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How to rotate particles on only one axis?
Let's say I'm making a fringe on a rug and I want it to look like a fringe on a rug.
But when I make fringe particles and try to make them a bit chaotic like on a proper fringe, they get rotated in every direction imaginable.

I tried every orientation axis and it just changes the general direction particles are pointing at, but they're still not rotating on only one axis.
Obviously I'm not misunderstanding anything and this must be a Blender bug, but I don't have time to wait for them to fix it, so does anyone know how to work around this obvious bug?

This is not the bug, you just misunderstood concept of that option you are using. It takes one axis as the axis it points to but randomize will basically randomize rotation on both X and Y axis (it basically makes half sphere/dome)

Keep the Randomize value at 0 (otherwise the particles will derive from the chosen axis) and play with the Randomize Phase value only, it should work as you expect:

Yes, that's it. I tried it before, but randomize should be zero.

yes Randomize will derive from the chosen axis


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How would you go about creating a facade like this? How do I make each element unique and texture them so it looks hyper-realistic in the end?
I want to create a wooden facade like this, with many elements, too many for each one to be created manually. I am wondering how to automate the "distortion" of the mesh when I array them, and also how to make this distortion look like wood. Also, do you have any texturing tips that would make it hyper-realistic?

You can follow any tut for wooden floor https://www.youtube.com/watch?v=ikNnhaPGjiI that seems to me as similar technique

Hello, (not the down voter) but I think this kind of question is not really suited for this site. Hyper realistic is really opinion based. For instance I don't consider your example to be hyper realistic, in reality the pieces of wood forming the house's plating wouldn't have the same length. I don't think the knots in the wood suit the width of the wood pieces. I'd expect this kind of wood pieces to deform along their longest axis, here they are almost perfectly straight. Unless coated in dye they would also accumulate moss on the top part and along the ground, etc.

My point is photorealism can't be achieved with one single technique. You must break down every part of your model and place it in reality, see how it would interact with the other elements, with the environment, with time, with light, with wild animals, whatever. It's a never ending process of refining progressively smaller details

what's that thing on the roof though? If that is a real photo I'd rather stay away of that place

The distortion for the wooden planks/Bamboo poles you can create with a Displacement modifier with very low strength (0.005267). Add it after the Array modifier. Use a Musgrave texture with low size=0.03, type fBM. This gives you something like this:

You need a better wood shader than in this example so that the poles/planks don't look like "toothpicks".

I'm away from my desktop, so I can't provide example screenshots, but assuming you have a high enough resolution copy, have you considered using your picture as the texture, and doing displacement mapping based on the light and darkness in the part of the image with the wood? It's the "lazy" solution, but also one which lets you build this quickly, and with inherently realistic textures since you're using the actual textures.


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Inverse kinematics ignore rotation constraints
I applied rotation constraints to my bones so that they can only rotate around the X axis.

Then I use the "inverse kinematics" modifier and it completely ignores the rotation constraints.

How to force inverse kinematics to consider rotation constraints? Or maybe there is another way to limit the rotation of the bones so that it looks like a mechanical joint?

The Limit Rotation constraint doesn't work on a bone that is part of the IK chain. To constrain the bone rotation, select it, go into the Bone panel > Inverse Kinematics, and lock or limit the rotation:


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Can i get back unlinked objects?
i need help. I lost hour of work because i unlinked whole project, i read that “unlink” means “delete” but that it is still in file. Is there any chance to get it back? Or is it lost forever ?

If the data-blocks are in there, then you can add a new object and change the mesh-data and animation data etc. Here I added a Sphere, then I deleted it, but as you can see the mesh data still exists. https://imgur.com/a/qP02mi0 But if there is no user for a data block it won't be saved, so it will lost after you restart the software except if it is protected (with the shield icon). https://docs.blender.org/manual/en/latest/files/data_blocks.html


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animate part of the way along Follow Path
I want to have an object Follow a Path until some percent of the path and then stop Follow Path:

I can set the frames to animate the path:

and the offset time to start the animation:

But I don't see a way to stop the animation (small cube towards large cube) when it is part-way along the path.  I created and aligned the objects and path with the empty objects (in blue), so that they would all be aligned.  And actually it would be better if I could stop the animation at some intermediate path vertex.
In 3ds Max, I am able to frame-key % path, so that I can speed up and slow down a path-based animation.
How can I accomplish this?

Change your follow path constraint like this:

Then keyframe offset from 0 to 0.8

Result:
https://youtu.be/6IdUgpwBVgw

It appears then that I do not have to use the "Animate path" button, correct?


text:
Is there a way to flip back and forth between two options?
I am using the Transform pivot point, one time around the cursor, and the other time around the individual origin. Is there a way to flip between them without the need to go to the menu and flip them manually every time. That'd safe a ton of time and effort.

You could write a Python operator and assign it to a shortcut, but the built-in operator selects from a list and doesn't have a toggle.

@MartyFouts that would take even more time I guess

I guess the quickest method is to hit the period key on the main keyboard and swipe the mouse down or right on the pie menu to flip between the two. Certainly faster than going up to the top menu bar.

import bpy

def main1(context):
    bpy.context.scene.tool_settings.transform_pivot_point = 'INDIVIDUAL_ORIGINS'

def main2(context):
    bpy.context.scene.tool_settings.transform_pivot_point = 'CURSOR'

class IndividualOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.individual"
    bl_label = "individual"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        main1(context)
        return {'FINISHED'}

class CursorOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.cursor"
    bl_label = "cursor"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        main2(context)
        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(IndividualOperator.bl_idname, text=IndividualOperator.bl_label)
    self.layout.operator(CursorOperator.bl_idname, text=CursorOperator.bl_label)

# Register and add to the "object" menu (required to also use F3 search "Simple Object Operator" for quick access).
def register():
    bpy.utils.register_class(IndividualOperator)
    bpy.utils.register_class(CursorOperator)
    bpy.types.VIEW3D_MT_object.append(menu_func)

def unregister():
    bpy.utils.unregister_class(IndividualOperator)
    bpy.utils.unregister_class(CursorOperator)
    bpy.types.VIEW3D_MT_object.remove(menu_func)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.simple_operator()

run the script
in viewport press F3 -> search for "cursor"

right click, then either assign shortcut or to quick favorite

do the same as in 2) just with "individual"

now you can change it with one keystroke of your choice.
i put as a test on ctrl-shift 1 and 2, result:

Open Edit -> Preferences -> Keymap

In keymaps expand 3D View -> 3D View (Global) and press Add new at the bottom of this section.

None key building will be added. Expand it, replace none text field by wm.context_toggle_enum

3 additional fields will appear. Add these values:

Field
Value

context
scene.tool_settings.transform_pivot_point

Value
CURSOR

Value
INDIVIDUAL_ORIGINS

Value reference
Instead of A input a hotkey that you want. In my case is F5:

PS. BTW John Eason's comment is right. Why don't you use pie menu for that? It is a quick method to change pivot point, that's provided by default. It is as quickly as pressing the button:

To do that, press . (dot) then move cursor slightly to the left (3D cursor) or bottom (individual origins) while holding . button.


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Bevel problems | Geometry nodes
I'm trying to make a procedural Lego brick generator and I have gotten it to work for the most part. The last step in the process is to apply a bevel modifier to the brick to round the edges, unfortunately it does nothing unless I uncheck the "clamp overlap" option. After applying the geonodes modifier
I think it's due to en error of the mesh boolean node. As you can see in the first picture some faces of the cylinder aren't properly cut out by the brick (support beam). So one side gets beveled as I intended but not the other one due to the fact that it's not connected to the cylinder.
Anyone knows how to fix this ?
Thank you in advance

The fact that it only works when Clamp Overlap is turned off means it's probably duplicated verts or extremely small edges. see what the model looks like with all mods applied except the bevel. You could also try adding a "Merge by Distance" node at the end of your node tree. Clamp overlap just means that if any bevel  would push the generated geo past an existing edge it will stop it there.


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Bone Roll with IK not working as expected
I was trying to apply weights to my mesh and I discovered that the "roll" (not sure if that is the best term) for the thigh bone is off by 90 degrees. When I disable the IK restraint on the leg bone, the "roll" is back to what I want it at. I don't know how to fix it.
The leg to the right of the view is without the IK constraint but the one to the left is.
Edit:

This is what it looks like with iterations set to zero. The thigh still ends up getting rotated without any of the IK transforms of the bones.
Edit:

If I set pole to 90 degrees the knee points the wrong way but the thigh is in the correct roll.

If I move the knee target the knee can point in the right way but i would be back with the thigh with the glitchy looking roll direction.
Side Pictures:

What I want out (Manually transformed)

What I get with IK
Link To Current File If Available:
https://drive.google.com/file/d/1dwb4liUP023qHRGYyDyI7D3yY6lJ_PSR/view?usp=sharing

Do the following things:

In Edit mode, bend the knees a bit forwards so that it knows in what direction it is supposed to bend
Still in Edit mode, put the pole target bones in front of the knees:

In Pose mode set the Pole Angle value of your IK constraint to -90:

That only changes the direction that the knee faces. The knee is already facing the correct way but the thigh bone, which im concerned with, has a roll applied by this constraint that causes the thigh to bend in an awkward way which is unwanted. It led to the mesh to clip through itself in a 90 degree rotation along the bone's diameter. If you look at the leg to the left you would see that it looks off compared to the leg to the right. Anyways thanks for your input.

@Brigham Peterson Moonboots is right.  Try it.  It's easy to get a misconception about what the pole does.  If it doesn't work, we need a file.  But-- try it.

I added images showing a different pole angle. All I understand with my current knowledge on the IK constraint controls the direction the joint points.

@Nathan I got the file in the newest post edit.

I've edited my answer

I found out that adjusting bone roll, pole angle does not solve the problem but to moving the joint between the thigh and leg out fixed it. I think this is because blender needed to have so sort of rotation to already exist for it to work properly.

Why was this downvoted, I made this answer before moonboot edited their answer. My post was made 9 hours ago Moonboots edit that has the correct answer was made 6 hours ago.


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How do I rig a mesh without faces?
I have recently made a geometry group that assembles a wireframe mesh by placing cylinders on the edges of a mesh and spheres on the vertices. For one of these wireframes I wanted to rig it to an armature but I found it impossible to paint weights on a mesh without faces dispite weights being applied only to vertices.
I want to have this done without needing to create new edges and faces.
With geometry nodes applied.

Without geometry nodes applied. (Just edges and vertices)

Problem with creating a face with the current setup (creates unwanted edges which my geometry nodes converts into a cylinder)

For now I have to fill in the faces to apply weights to the vertices and then removing the face.

If you don't want to render the faces you can use the Mask modifier to hide them.

@Blunder my mesh is a simple stick figure if I fill it in with a face, extra edges would be made that would make my geometry group a more tedious process to implement. I just would like a way to manualy set a weight directly on each vertex. I should've clarified that in my original post. Anyways, thanks for your responce.

@Blunder essentially you are correct to use the Mask modifier to solve this problem.

Blender does not have any functionality to use direct weight painting on meshes without faces.  Nor can you effectively weight paint a mesh that is composed of geometry dynamically generated with geometry nodes-- you need to apply the modifier.
You can still assign vertices to weight groups, using the properties viewport's Assign button or with your vertex groups specials menu (ctrl g in edit mode for me.)
When I work on string meshes that need weights that I don't want to make via brute assignment (usually, where I want to use a gradient tool to set the weights), I extrude the mesh in some direction, assign the extruded vertices to a new vertex group, and create a mask modifier to delete those new vertices dynamically.  Then, whenever I disable the mask, I can paint on the extruded faces, but the faces will be deleted automatically by the modifier stack on re-enabling the modifier (or on rendering.)  This is only a few operations-- extrude, assign, set up the mask modifier-- and so is easy enough for me.  Whenever I have decided that I don't need to edit weights any further, I can apply the mask modifier to delete those vertices and faces permanently.

So I would extrude the mesh to give it faces to paint on then I would mask the extruded vertices before I apply my geometry nodes?

Yes.  Just be aware that generated geo doesn't have weights.  Like I said, if you want generated geo with weights, the GN modifier needs to be applied.

I don't need to weight the generated geo, at least not yet. Thanks for your help.


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How do I make screen space shaders
When I play video games or watch highly stylized animations I see shader effects that seem not possible to make in blender. These shaders allow you to mess to directly draw pixels onto the screen space or take pixels that are already present on the screen space from the scene behind the object.
Effects that can be achieved:
Flat textures that don't morph around mesh geometry.
Color filters, shaders.
Examples:
End Portal From minecraft

Hand drawn scibble shading effect
Shader effects that change the colors on the screen like color filters.

The question needs more focus: choose a single effect you want to reproduce in Blender. It's probably possible, but maybe not using a usual pipeline, because video game engines have different pipelines than Blender.

Hello, please add some screenshots of the effect you want to achieve, as it stands it's very hard to understand exactly what you want.

I realized that a camera data node helps achieve the effect where the camera view vector can be used in place for the uv vector inputs in texture related shading. So this answers one half of my questions. But still would like to find a way to edit graphics from parts of the scene that are behind the mesh.


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How to switch camera that 3D audio works?
For video it works fine to put markers in timeline and bind cameras to them. But this does not work for surround sound. I suspect a bug, but perhaps I do something wrong.
My test setup for 7.1 sound is very simple. I have a camera CAM at the origin and the speakers around it. Just like this:
LF  C  RF
L  CAM R
LB     RB

All the speakers play one after the other for one second. Rendering Audio and checking audio in Audacity gives what I expect.
But when I extend the setup like this, it does not work:
LF1  C1  RF1     LF2  C2  RF2
L1  CAM1 R1      L2  CAM2 R2
LB1      RB1     LB2      RB2

Again, all the speakers play one after another, all the ..2-speakers after the ..1-speakers. And I added a marker for CAM1 at frame 1 and a marker for CAM2 at frame 168 (7 speakers * 1 second each * 24 fps).
The cameras switch. Speakers ..1 are all correct in the audio file, but speakers ..2 get mixed down to channel 6 (=right direction of listener). It seems to be obvious that CAM1 gets the sound.
In my much more complicated project that problem seems to have more aspects. Sometimes direction and distance seem to work in part, sometimes not.
What can I do to get this work?
Thanks in advance!
EDIT: Using only one camera jumping at frame 168 from left to right position leads to correct sound in regard of channels, but audio volume is wrong for some channels.


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Stretched Object
I'm sort of new to blender 4.1, and I have recently imported a model like a few weeks ago, and yesterday I noticed that one part was stretched, and a few more options with it (here Origin to Geometry) doesn't work. Can someone help please ?
The file

Hello, it's probably because the rigging is not correct, could you please share your file?

Of course, here's the file (actually I just copied the hand and the armature from the original project into a new one) in the edit just up there

Not even the hand ?

Normally you can only see the hand and the entire armature, that's what I meant to do

oops ok sorry for my mistake

Put the Armature modifier on top, activate its On Cage and Edit Mode options in order to be able to select the dyfunctional vertex and remove this vertex from the vertex group called Bone.018:

Omg it worked thank you! Have a great day :3 !

@LilianRilos If this helped you fix your problem, you should accept it. There should be a gray check mark next to this answer.


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Stretched texture
I have been recently tried to make ice  cream in Blender 4.1, and with the ice cream cone, the texture is stretched irregularly (idk if you can say it but it's stretched at random places). Can anybody help pls ?

Edit: For thoses who asked it, here's what the UV looks like. Thanks for responding fast!

I imagine you already checked the UV map to be not stretched...

...and if not would you mind at least showing a screenshot of the UV map to let us check if it seems to be stretched?

... Probably some subdividion issue if UV Is correct? BTW UV Rotation 45 Is correct?

If you are still looking for the answer please share simplified blend file just with a cone via blend-exchange.com


text:
How to clear all bpy.app.timers from previous script execution?
How do you clear all timers in bpy.app.timers? It seems like there is no straightforward way, if not impossible, to clear timers that have run from previous script execution. It is easy to do for bpy.app.handlers, you just call the clear() function of the handler.
import bpy

bpy.app.handlers.frame_change_post.clear() # easy clear everything from previous execution as well
bpy.app.timers.clear() # but this does not exist

def some_handler(scene, depsgraph):
    print("some_handler", scene, depsgraph)

def some_timer():
    print("some_timer")
    return 2.0

bpy.app.handlers.frame_change_post.append(some_handler)
bpy.app.timers.register(some_timer)

And of course you can't clear a previous some_timer function using bpy.app.timers.unregister(some_timer) from a previous execution because that function will have another pointer address <function some_timer at 0x00000000XXXXXXXX>
Current workaround is to close the file and re-open the file or open a new one. Is there any fix or any other workaround for this so I don't have to close the file?

Perhaps find a place to store that function address explicitly like bpy.__some_timer and retrieve it later run of the script?

@HikariTW holy cow it works! thank you so much!

Thanks to @HikariTW for the current workaround, which is to save the function pointer of the timer callback into an attribute appended to the bpy module, albeit potentially considered namespace pollution:
import bpy

try:
    bpy.app.timers.unregister(bpy.some_timer_function_pointer)
except:
    pass

def some_timer():
    print("some_timer")
    return 2.0

bpy.app.timers.register(some_timer)
bpy.some_timer_function_pointer = some_timer

Anything stored in an attribute appended to the bpy module, will still exist on a script re-run.

Mandatory avoid bare try: except:, always catch exactly the exceptions you know you'll be catching, otherwise other types of exceptions will be silenced. Here I think it's a RuntimeError ?

yes that is correct. actually i used hasattr(bpy, 'some_timer_function_pointer') at first. but decided to make it shorter just for demo purposes :)

@Gorgious - Always avoid try in any case.  There's always a better/faster/more readable/more debuggable/more maintainable way, without exception (no pun).  Also avoid OO anything by the same reasoning.


text:
Model won't pair to rig 2 electric boogaloo
Let's try this again. I'm very new to blender, and I'm having trouble pairing a rig to a model. Every time I try to parent with automatic weights, it will parent the objects, but the mesh won't move with the rig. The model came pre-rigged, but the original rig was very difficult to use, which is why I'm trying to replace it.

P.S. don't @ me about the tris, I know, I'm trying to fix em.

@Chris parenting with automatic weights most definitely works with separate meshes.

You have a lot of disconnected faces, select all and press M > Merge by Distance. Parent again With Automatic Weights (of course it will need some work in Weight Paint mode):

As for the bad shading, click on Clear Custom Split Normals Data:

Unfortunately, doing that makes him look like Darth down syndrome, so is there a way to fix that? Also, doing that still didn't fix the rigging issue.

It should work right away, as for the bad shading click on Clear Custom Split Normals Data

Ok, The geometry looks good now, but the mesh STILL won't move with the rig when I parent it. Am I missing a step? Also, I don't know how to manually weight paint.

Yes you must miss a step, as you see it works fine for me

I'm pairing the rig to the mesh,  is that backwards?

I'm not sure what you mean by pairing, you need to select the body in Object mode, shift selevt the armature and Ctrl P > With Automatic Weights

OH, Thanks! That fixed it!


text:
Transparent pixels on png file are black
I am texturing a model. The transparent pixels are black. I cant fix it. (Fixed the blurry textures)

Edit: It renders correctly in the texture paint tab.

If you are in Eevee you need to go into the Material panel > Settings > Blend Mode > Alpha Blend, if it's not the problem, please share your file

How do I get to settings from the material panel?

If you are in Eevee you need to go into the Material panel > Settings > Blend Mode > Alpha Blend. Also you need to plug the Alpha output of your Image Texture node into the Alpha input of your Principled BSDF.

Doing alpha blend then adjusting the alpha slider makes it aither complete opacue and black background or everyhting becomes slightly transparent until it is fully invisible. I will share the file but i dont know how. (Its an obj with textures)

Pack the images (file > external data > pack resources) and share on workupload for example

also in your material you need to plug the Alpha output of your Image Texture node into the Alpha input of your Principled BSDF

it worked, thanks

Alpha clip with the clipp threshold worked better