text:
How do I work this Python slideshow script?
I'm referring to the script located here. This is what I've got:
import bpy
import os

def make_transition(seq, s1, s2):
    effect = seq.sequences.new_effect(name="Cross", channel=3, frame_start=s2.frame_final_start, frame_end=s1.frame_final_end, type='GAMMA_CROSS', seq1=s1, seq2=s2)

def create_slide_show(scn, dirname):

    if scn.sequence_editor is None:
        scn.sequence_editor_create()

    fr0 = 1
    nframes=60
    overlap = 15
    i=0
    prevStrip = None
    for basename in sorted(os.listdir(dirname)):
        if os.path.splitext(basename)[1] in {'.jpg', '.png', '.bmp', '.tif', '.exr'}:
            if 0 == i%2:
                ch = 1
            else:
                ch = 2
            strip = scn.sequence_editor.sequences.\
                new_image(name=basename,  filepath=os.path.join(dirname, basename), channel=ch, frame_start=fr0)
            strip.frame_final_duration = nframes+ overlap

            if prevStrip is not None:
                make_transition(scn.sequence_editor, prevStrip, strip)

            prevStrip = strip
            fr0 = fr0 + nframes
            i=i+1

create_slide_show(bpy.context.scene, "E:\\Jason\\Documents\\2020-01\\portfolio\\vapor_projection\\1080p")

I added the path on the last line, and modified the value of the nframes and overlap variables to suit my needs. In the text editor I hit Atl+p, the script runs, and nothing appears to happen. No errors generated. I've attached a screenshot below. Ignore the errors in the console, they are old errors from previous attempts.

I am not completely clueless on whats happening in the script. I can tell what certain lines of the code do, but I'm having trouble piecing it all together. One thing I don't understand is what seems to be a discrepancy between the names of the modules in the Blender API Reference, and the API calls (is this the correct terminology?) used in this script. This is the first time I've ever tried to do anything like this in Blender. I tried learning Python a few years ago, but didn't get too far.
Any help is much appreciated,
J.

Works here. Did you open the Sequencer(Video Editor) to see if the strips are generated? And if not, do your image files have extentions like this: '.jpg', '.png', '.bmp', '.tif', '.exr'?

OK, yeah the file extensions were in in all-caps (.JPG). I think that was the problem. I suppose this can be considered closed. Thanks for your help!

You can edit the question to mark is solved.


text:
Sculpting Shape Keys with Multires Modifier?
I’m modeling a character and doing expression tests with shape keys. She has a multires modifier and the sculpt mode changes I make to shape keys doesn’t seem to apply (or rather it messes up my base mesh). I looked up the topic and apparently multires is incompatible with shape keys, but this tutorial I’m following seems to do it just fine? (link should jump to the timecode)
https://youtu.be/f-mx-Jfx9lA?t=567
They also do some combo of multires and shrinkwrap earlier in the video, but their explanation is so fast I can't follow it. I don't know what they mean by "apply sculpt to base mesh instead multires layers". Does this have anything to do with my problem? (again, this link jumps to the timecode)
https://youtu.be/f-mx-Jfx9lA?t=576
Can someone shed some light on this? I’m still a beginner. Is there a way to use shape keys without applying the multires and losing the low poly mesh? Would a subdivision modifier be compatible? The subdivision modifier seems to make the toes and fingers really thin unless I make the geometry in the base mesh overlap.
Here is my model

there was a multi res modifier rewrite in 2.9.1.
i tried it with shapekeys and it did work. try again.

I believe shapekeys can only modify the base mesh. Changes made to higher multires levels are not affected by shape keys. If in the multires settings Sculpt level is 0, you are sculpting the base mesh. When in the video he says "apply sculpt to base mesh instead of multires layers", he means you should sculpt the base mesh only, not higher multires levels.
Friend3D, by saying multires with shapekeys worked for him, perhaps means that modifying base mesh with shape keys didn't break higher multires levels in his test. It always used to break when that was done before Blender 2.9, though I'm not certain it doesn't sometimes still do that.

source: Stack Exchange

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

sort: votes


text:
Have an object track anothers position with an offset from a third object
I have a Spot light that is Tracking To my Camera, but I want it to locate by an offset FURTHER BEHIND an object it is illuminating, so always be located further away and behind that third object.  I.e., always lighting from behind the object toward the camera.

Add an empty at the origin of you object. Use a track constraint to point the empty at the camera. Parent the spotlight to the empty. The spotlight will stay a fixed distance from object and maintain its relative angle to the camera.

Thanks and it appears that I also keep the Track To Constraint on the Spotlight towards the Camera.

You shouldn't need to track the camera with the spotlight, assuming you pointed the spotlight in the correct direction before setting put the parenting?

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


text:
Is there a way to pack miscellaneous files into a .blend?
I would like to pack a Gimp ".xcf" file into a .blend file, rather than create a zip that includes this file, for example to include it in a blender.stackexchange answer via https://blend-exchange.com/.   But there does not appear to be a way to link or refer to files that blender specifically doesn't recognize in something like an Image Texture node.  I suppose I could "fake out" blender by renaming the file suffix, include a Text note about how to find this file, etc, but perhaps I'm missing a more direct way to pack a miscellaneous file into .blend, to be uploaded by https://blend-exchange.com/ that only recognized .blend files.
Perhaps this is for security reasons?  I see this post, which might give me my answer, but doesn't give any blender product reasoning.

Back in the old days of telnet and basically only text transfer, a binary file was  converted to text. Could be an option here.

No.  The Packed Data manual page specifically points out that

Not all external files can be packed

You can only pack files that are used in the blend file, like image files associated with image textures, or UVs.  In particular you can't pack files that are image files in formats that Blender doesn't understand.

Mountain View, CA !  --- Stanford grad of '79 here.


text:
Boolean modifier creates mesh hole that Rigid Body Sim ignores
I am trying to model a pool table where the balls would fall into holes during play.  If I create the Passive table object with boolean modifiers Difference with cylinder the RB-active spheres (balls) do not fall through the holes, whereas if I Apply the boolean, all's well.

Because I may want to resize or move the holes, I don't want to Apply the boolean cylinder holes.
Is there a way to coax the boolean to work with Rigid Body World or is this some limitation ?
Example:

Edited my answer to a method that supports moving boolean sources.

On your mesh with the boolean modifier, change the collision source to final.

If your boolean source changes, you will need to set the collision source to final every frame, I did that with python, the only way i managed to:
import bpy

# every frame change, this function is called.
def fixRB(scene):
    ob = bpy.data.objects.get("Cube.001")
    ob.rigid_body.mesh_source = 'FINAL'

bpy.app.handlers.frame_change_pre.append(fixRB)

Result:

When you animate your boolean source, you will see all spheres behave incorrectly:

A workaround i found is to let all boolean modifiers disabled for the first two frames, then enable them after, you will need to remove those first frames from your animation after rendering.

Edit:
If you don't deactivate boolean modifiers for the first two frames, blender will crash when rendering.

I doesn't even need to be deactivated in render, but for some reason the viewport option affects the render:

Love your "move the hole" animation effect!  Like the tax man moving the hole to empty my bank account of play marbles, LOL.


text:
complete a removal after "object.user_clear()"
After a call to remove an object:
bpy.data.objects["Plane"].user_clear()

how do I get a refresh so that the object is no longer in my scene?  I still see the object in my scene, although the object property name show a red background in the UI.

Consult the docs.
AFAICT you are under the wrong impression of what user clear does.

user_clear()
Clear the user count of a data-block so its not saved, on reload the
data will be removed
This function is for advanced use only, misuse can crash blender since
the user count is used to prevent data being removed when it is used.

reload, being when the blend file is saved,  and reloaded.

Actually I did realize this, and am looking for an alternative to actually remove(), unlink() or whatever....


text:
Want to cloth-sim a geo-node instanced object with Pinned vertex group
I am using instances of a petal object to create a flower with Geometry Nodes and I have defined a pin Vertex Group that I want to somehow specify in a cloth simulation:

In Geometry nodes, I'm thinking I have to Realize Instances so that each petal will be cloth-simulated independently:

However, whether or not I Realize Instances in GN, I am unable to specify a Pin vertex group for the cloth-sim:

I've tried to Apply the GN modifier and the object disappears, I've tried Make Instances Real and things go really crazy with many duplicates of the GN object.
Here's a link to an example blend file.

maybe i am too dumb, but i can't find any vertex group in your example file for [1]: https://i.sstatic.net/8uAGH.png and no pin entry....

@Chris as I understand it, the flower_petal has a pin group as shown in screenshot 1. It's the prototype for the GN instances of the flower. The problem is that the pin group is not added for the instance copies.

To transfer the vertex group (pin) of the instance object (flower_petal) to the flower object with the Geometry Nodes modifier (Flower_GN.001) you need to do the following:

create the pin group on the flower object (Flower_GN.001)
add a new input slot (Pin Group) to the Group Input of the flower GN (in the node editor)
add a Capture Attribute node between the Object Info (instance object) and the Instance on Points node
wire the Pin Group input to the Value input slot of the Capture Attribute node
put the Realize Instance node after the Instance on Points node. (It does not work after the Join Geometry node)
in the Geometry Modifier settings select pin as value for the Pin Group
select the pin group in the Cloth settings.
check if the pin group on the flower_petal (instance object) is correct. Note that pin is not the same as Pin when you type the name.

The nodes in black frames have been changed/added.

Vertex group and modifier settings:

Please give the pin group a bit more weight otherwise all the petals hang down limply ;-)
Note about Blender 3.1 RC -
When you open the blend file in Blender 3.1 the Realize Instances node gives you a warning about "Legacy Behaviour". In the side panel (N) > Node > Properties there is a checkbox. You need to uncheck it to make the transfer of the pin vertex group work.

Wow: service with a smile.   How it manged to get the Vertex Group vertices as Point Float Values, is a bit mystifying to me.   Thanks so very mucho!   On to adujstments and adding forces to make the simulation more interesting...


text:
copy/paste (hair) modifier properties (different files)
Perhaps this is related to any modifier that has desired/tuned parameters....
I have played around with hair settings on a modified UV-sphere mesh in file-1, and now i'd like to migrate/save (copy/paste) all of these satisfactory settings onto a different mesh (separate scalp mesh of a character) in a different file.
In 3ds Max, there is a hair copy/paste and Save/Load preset.  Is there a modifier copy paste in Blender?

You can go to File -> Append, browse to your previous file and open the Particle Settings folder to bring over the settings.  Just create a particle system in the new file and slot the settings in under it.

Is there a way to transfer the Particle Edit also?  It appears that my hair styling is not transferred.


text:
Duplicate Collection doesn't add to RigidBodyWorld Collection
If I apply Rigid Body physics to objects in a collection, and then duplicate the collection:

The objects in that collection have the RB operator, but are not added to the RB World, even if I then Remove and reapply RB.   These objects don't participate in the RB simulation.

in the same way as if I duplicate objects within a collection and then move them to another collection.

Is there a reason for this exclusion of RBW Collection during the Duplicate Collection operation?
How can I coax my new, duplicated collection to be part of RBW, especially if I have several objects and want to avoid python scripting.  I am sometimes able to add an object to RBW, but I have to either copy/paste the name from the Scene, an it sometimes fights me by creating a RBW.001 where some objects are still not included.

Here's an example

The reason for this is the "invisible" RigidBodyWorld collection, which you can find here:

You have to add this collection to your objects (RigidBodyWorld) of your new collection, then it works.

How do I do it for multiple objects at once?

Please don't ask questions in the comments. Just open a new question (you can open as many questions as you like) so everybody else can profit from your question + answer. Nobody can search or find questions or answers in the comments. thx for your understanding.


text:
Export used materials to Excel/csv
Is there a way to export a "picking list" based on a model?
For example I create a building, in this model I use saved assets, like bricks, wooden beams,....
Now I want to export this to a list that says "100 bricks", "20 wooden beams".
I think that it can be done with the asset browser.
I'm new and can't find an answer. Can someone help?
Thanks.

The asset browser is still under development. What you are asking might be possible using python but there's no built-in way of doing what you want at the moment.

This would be easy to do using Python, since one could write a loop that outputs the list as a CSV file; but there's one tricky bit: determining what is a 'brick'.  If you're willing to define a rule and stick to it, like 'all bricks, no matter what I call them, go into the brick collection' or 'all bricks have 'brick' in their name, then it would be easy, but you would have to follow the rule always.


text:
Distortion-free Panorama Render (NOT equirectangular)
I'm trying to get a render of a full 360° panorama without distortion on the receding horizontal edges. See attached image.
Any ideas on how I could achieve this?
This is the result with an equirectangular Panorama camera in Cycles, with the longitude set to a 30° range. I'm trying to get perspective-style presentation, no warping or distortion at all if possible.
I'm using Blender 3.1 on Mac.


text:
Archimesh Rail Window Apparently not set as Parent structure
In the tutorial I'm following the person is able to move the rail window when created.  To me it looks like the newly created window is just in a group.  It's parts move or get left behind when I try to reposition it.  I think I get that it needs to be parented with keep transform, but I don't get why my newly created window is not working like that already.  It is only partially parented, with most not.  Working with Blender 3.0.0

What did you try to move exactly? The handles are parented to the windows, they and the window sill are parented to the frame, the hole controller and frame are parented to an empty called Window_Group. So if you want to move the complete window, you have to move the empty. Of course some things are only "partially" parented. For example, if you want to push open a window, the frame must not be parented to it otherwise you would move it with the window. But the handle for example needs to be moved with the window - so it doesn't make sense if it would be parented to the empty directly.

I try to move the window group object and they all move but at different rates.  So it separates weirdly when I try to move in any direction.

Did you scale some/all components? Are all transformations applied? For me everything works as expected... maybe you should upload a file to show what's happening.

I tried moving the window immediately after creating it.  Blender Project  Also I upgraded to 3.1.2

You have Proportional Editing enabled. This means, depending on the size of the circle of influence, other objects within this circle will be moved as well but according to the influence range only to a certain percentage of the original movement - which works against the parent, because moving only the parent forces the children to move along. But if you move a child directly it will be independent from its parent. That's why the Proportional Editing separates the objects. You can either click on it to disable or use the hotkey O to toggle it on/off.

Thank you!  Not sure when I turned that on.  It was just a new project.

@Dan You might consider accepting the answer then.

By the way, if it was a new project: maybe Proportional Editing was enabled from the beginning on? Did you check your startup file i.e. how the setting is if you open a new project? Because options like this will be saved with the startup file.


text:
Blender Console stays open when exiting Blender
so whenever I close Blender, whether it be closing it when my work is saved or not, Blender itself will close with no issues, but the console window will open and stay open. The only way to close it is to click the icon and choose the close window or the Ctrl+C shortcut.
The issue isn't life-threatening, just very frustrating. The issue only started when installing the 3.1.2 version.
Any help would be much appreciated.

There is a known bug T95727 that was introduced in 3.01 and closed because it was thought that a fix for another bug had solved it.  It looks like this is a regression in 3.1.2.  But there's also T97045 which appears to be a problem with BlenderKit.  Are you using Blenderkit?

Ah, I am indeed using BlenderKit. I'll try uninstalling it and seeing if that fixes the issue.

might be able to get away with just disabling it in preferences.

Aand fixed. I uninstalled BlenderKit and bam, no more issue. I'll try installing at a later date but at least now I know the cause of the problem. Thank you very much for your help.

You're welcome.  As the bug report points out, the Blenderkit developers have been informed; so hopefully they'll have a fix soon.

Just a quick update: Blenderkit has now been updated to version 3.1.1 which has cured the console window problem.


text:
How can I stop a small portion of particles from jumping around in render animation?
I'm currently rendering this shot (among others) and some of the leaves in the particle system jump around at specific frames. It doesn't appear to be random though.
The modifier stack has A displace modifier, an armature, and three particle systems (the problem occurs on the third one)
Here are the settings for the particle system. The issue doesn't occur in the viewport, which makes it a little harder to approach.
I have narrowed my search down to turning off my density vertex group, which reduces the amount of wobbling a bit, but not completely.
Please let me know how I can explain this better and I hope I can get some help because I've been struggling with this for a few days now. Thanks!

probably because the animation makes the hair move? I don't know if there's a way to avoid that, except make instances real

the geometry doesn't look like its making the same jump that would cause the hair root to jump as well. Any other thoughts?


text:
Change shader values for multiple slots at the same time
I want to adjust the skin roughness for a model in my scene. Since the whole skin is basically using the same shader, just with different maps, I wondered if there is a simple way to change a value for a selection of material slots at the same time. This would make things waaay faster.

You can prepare your shader in various ways so that they have a common, synchronized element. One is a custom group, so that modifying the contents of this group applies to all users of this group. Another is using drivers that all connect to a single custom property. Yet another is to just use a single material with things differing from object to object relying on UV maps or attributes...


text:
Quick way to hide objects in render mode?
I have a (for my standards) big scene in which I was hiding multiple objects using the eye or viewport symbol. Now I want to render out the scene but as you can imagine I didnt hide the objects for render mode so they will show up in the render :) My question is if there is a fast way to hide all the already hidden objects in render mode without having to go into every subfolder and check if the render symbol is unchecked as this is just very time consuming and frustrating because you will only notice it in the render.

You could write a small Python script. These little things seem like a good place to start with Python. It's quite easy, flexible and powerful.
import bpy

for o in bpy.data.objects:
    if o.hide_get() or o.hide_viewport:
        o.hide_render = True

You would need to paste in a new text block in the Text editor and hit run:

I found this addon, have not tried it, but I think it does the job:
https://trinumedia.gumroad.com/l/sMNjc
Explanation Video: https://www.youtube.com/watch?v=DfZjGRey_X4
I wish I knew earlier that something like this exists. I've also had a lot of trouble with hidden objects which I forget to disable in render


text:
Mirror existing weight paint to other bones
I have seen many similar questions but haven't been able to find an answer for my specific issue
As you can see in the image, the arm on the right is properly painted, and the arm on the left has NO weights at all. I want the left arm to have the exact same weights as the right one for the corresponding bones.

I'm aware of the symmetry options, which are useful, but require me to repaint the bone. I'd like to just copy over the existing weights to the other side

Despite several tutos I've not found a way to make it work properly for several vertex groups at once (which seems weird for such a basic operation), also it seems buggy in some versions, but for one vertex group and for 3.3, select the vertex group you want to mirror in the Vertex Groups list and copy:

It will create a new vertex group, select it and mirror it:

At last, give it the right suffixe (here, "_R"):

If you want to symmetrize when weight painting, in 3.3, once in Weight Paint mode, open the N panel > Tool > Symmetry and activate the Mirror Vertex Groups and X options:


text:
Make a group of vertices appear infront of another
im working on a character model and i would like to have the eyes appear through the hair like in the reference image, but i havent been able to figure it out at all
the white of the eye is not a separate object or anything, its just concave, so it would have to be a vertex group(?) instead of showing two separate objects through
is it possible like this? im super lost so any help is appreciated

as shown, i want the eyes to appear in front of only the green parts, and no other part of the hair or model

Maybe you should do it in the Compositor, with a separate layer for the glasses and eyes?

I guess you're in EEVEE, so this probably wouldn't help.....


text:
I'm having an issue with installing an addon
So when I try to install an addon, the addon will not appear or show up when I try to type it's exact name in the search bar. I've seen posts but none of them work for some reason. I've tried manually putting it in the addons folder, changed versions, trying extracted folders, too many attempts, but it won't work.
Addon I used is this: https://github.com/Amrsatrio/BlenderUmap/releases/tag/v0.4.3.
It could maybe be because of way the file is maybe? I'm not too sure. Any advice would be really helpful, like if the version im using is not accurate, the version i need, anything please, i will try to respond back to you if you have a solution

That doesn't appear to be a Blender addon! Read the 'Usage' section here !

Yes, but I do not know python so i dont know how else to import it

I was just pointing out that it isn't actually a blender addon so you won't be able to install it as one!

Well it has to be something cause i have seen others with this on blender

Since there haven't been any comments from anyone else here, it's possible that no-one here has ever heard of or used it. If you've seen others using it with Blender I suggest you ask them. (This is a Q&A site for using Blender and its built-in addons not for third-party programs.)


text:
How do I get all of the editting abilities back?
I'm working in blender 2.8 and clicked render image to see what my donut looked like (I'm following blender guru's donut tutorial) and once I exited the render image view I lost all tool bars. How do I get them back?

Select your mesh and press tab on your keyboard

It looks like you've pressed CtrlSpacebar to have the full screen mode, press CtrlSpacebar again.

or Ctrl+Alt+Space

Yes except here we still see his tools


text:
Can I Make the SLIDE RELAX Brush in Sculpt Mode Behave like the TWEAK Brush from RetopoFlow?
The Slide Relax brush in Sculpt Mode will reposition topological features without also changing any actual surface positions. This is handy, but would be handier if it worked the same way the Tweak brush works in RetopoFlow. The difference is that the Tweak brush only influences points that were originally under the brush cursor when you first clicked. The Slide Relax brush, in contrast, keeps influencing all points it encounters in the course of a brush stroke. This makes it difficult to make adjustments of only the points initially grabbed, since the stroke will bring every new point contacted by the brush along for the ride. There are settings for all brushes in Sculpt Mode, of course, but they don't appear to help me achieve this behavior. They appear to work based on the assumption that you will always want their effects applied to every point the brush stroke touches in the course of it being drawn. I don't.


text:
Texture Mapping Not Moving with Model?
I’m getting to the rigging stage of making this character, and something about one of my materials is getting messed up when I move her.
Her eye’s material has a gradient that controls what part of her cornea is opaque black and what part is transparent. It’s supposed to be completely opaque at the top and gradually become transparent at the bottom so the iris can show through. However, when I move the character the gradient doesn’t follow the model. It gets mapped to the cornea on a global level rather than moving with the object.
I’ve a screenshot of of what happens when I move her. The gradient should be top to bottom on both eyes. I included the section of my shader nodes that control how the gradient is generated. Can anyone help me figure out how to make the mapping stay consistent while the object moves?
Cheers

Object mode takes to account object position in space, use the texture coordinate "generated" output.


text:
Loop cuts can no longer be moved?
I wanted to apply some loop cuts and I noticed that the loop cuts can no longer be slided on the surface of the object like it was possible some versions ago. Can this feature be reenabled? I am using 2.83.1

There's now a yellow handle for this :).
Or you can press GG and it will slide like before.

Thanks, thats working

Glad to be of help :).


text:
Floor operation in transformation
I want to rotate an object a bit every second for example. I thought of the mathematical floor operation. This operation seems to be implemented somewhat, as I can enter something like floor(10.1234) but I want something like this floor(#frame) which creates this error:
('unexpected EOF while parsing', ('<string>', 1, 13, 'floor(#frame)'))

The ‘#’ is not part of the variable ‘frame’ but simply indicates that it’s a shorthand driver. You would have more luck with ‘#floor(frame)’ - although ‘frame’ is an integer and ‘floor’ would round down to the nearest integer so it doesn’t make sense as it is... presumably you need to include some other factor such as ‘#floor(float(frame)/25)’ to jump once every 25 frames...?

Thanks that solved the problem, obviously flooring a integer isn't useful...

The ‘#’ is not part of the variable ‘frame’ but simply indicates to Blender that what you have entered should be interpreted as a Driver. In the case of '#frame' the driver simply returns the value 'frame' - the current frame of animation.
To use the floor function you should prefix the entire expression with '#' - ie, #floor(frame). In order to have the value step up by 1 on each 25th frame you could enter the expression #floor(float(frame)/25). This converts the 'frame' into a floating point value (technically not required - but still good practice), divides by 25 and rounds down to an integer. ie, on frames 0-24 it will produce 0, on frames 25-49 it will produce 1, 50-74 -> 2, 75-99 -> 3, etc.

This isn't an answer to your question, (@Rich Sedman has covered that); it's an alternative.
For stepped, repeated actions, you might consider using a Cycles modifier with an offset on the  f-Curve.

Depending on your case, it might be less fiddly, especially if there's compund animation.


text:
Black cubes appearing using multiple VDBs

Hi wonderful Blender folks,
I've imported multiple VDB files to create smoke in this scene, and in Evee it renders fine, in solid it looks normal, but in Cycles these weird black cubes appear, and in the background. If I only use one or two this happens slightly less.
I've tried turning down the VDB clipping under 'render', making the detail 'fine', using CPU only, open shading language, increasing volume bounces under 'light paths' but still no luck.
Any help would be fantastic, as I need to hand in some shots today.
Thanks!


text:
Burn marks on the render and strange lines, shadow composite not working
Can someone help me? i have been doing these donuts for today, my fisrt problem was the shadows where very grainy but i fixed it with https://gyazo.com/b9d12de8a32b27197d1d887c1615a83b
compositing and now when i made some sprinklers on the donuts it just became like this
https://gyazo.com/8c9deed39046848f6f37878936041898
 and i have no idea on how to fix it

Not sure from the photo, but it looks like you have way overblown values for the specular reflections, causing a massive, noisy bloom. Only thing I can think of from your setup is to uncheck the HDR box on the denoise node - that should bring the whites (and hopefully the brightness) back to a range between 0 and 1.

ddeactivating the HDR fixed the strange lights but the lines are still there

Yeah, I don't know about that. Never seen it before myself. One thing I found while seraching though, updating graphics drivers worked for one user. Link is here - https://blender.stackexchange.com/questions/181194/vertical-line-artifacts-in-blender-cycles-2-83


text:
How can I repeat an animation across multiple objects in sequence?

I'm new to animation in blender so this might be a simple solution, but I can't work out how to repeat this animation (once) in the order it was animated in.
The animation for each cube isn't complex, but, given how many cubes there are, there are a lot of different timings, which would take a while to re-animate. The black cubes rotate 180° and have a white face on the other side, so the image is revealed after all of the cubes have rotated. They individually rotate from the bottom right to the top left, some at the same time.
I would like them to, after staying still for a moment, once again rotate 180° so that the white side is showing, in the same order that they rotated to black (bottom right to top left). Is there a way to do this with a simple copy paste command? I've tried many of different methods of copy pasting the animation, and all of them either loop the rotating to black animation, while mangling the black to white part, or seem to randomly scatter which parts of the image are black or white.

did you check "animation nodes" https://animation-nodes.com/#get-started

@Sanbaldo I've not heard of that no, does that have the solution?

Well, I've installed it and looked at some of the nodes, but I still can't figure out where to start with this. Do you have a screenshot of what the node tree might look like? @Sanbaldo

there are many youtube tutorials like this one: https://www.youtube.com/watch?v=o3N8H8X-GJk, this https://youtu.be/eLspIv-KTYg or this https://www.youtube.com/watch?v=WBOuigtl6s4

Thanks for the help, I found some of the tutorials useful, but I must be missing something. I'm now trying to, once the frame number passes 200, get the cubes to rotate. (although I need to add the number of frames before each one started to rotate somehow, so they all rotate in the same order again). But for some reason, when I connect the final math node to the combine Euler node, the number seems to fluctuate wildly, causing the cube to rotate over and over at high speed. This is my node setup: https://imgur.com/YkX7ltF


text:
Particles reappear at emitter after dying
I am trying to animate a cascading device where particles are emitted from a rectangular plate in order to hit a bent plate which kills the particles. The particles are killed just fine upon collision with the bent plate, but after dying, they reappear as stationary objects on the emitting rectangular plate.
It is worth noting that this only happens in the rendered version of the animation - the viewport displays it just fine.
I've uploaded a sequence of a couple of the frames around the critical part in the animation.
Any idea as to why this happens and how to fix it?

Make sure Particle Settings > Render > Extra > Dead is not checked.

It is not checked :/ If it was: Wouldn't that cause the dead particles to be stuck at the collision object? My problem is that the dead particles appear at the emitting object.

Was this ever solved? IM having the same thing happen in my renders

No, I never managed to get it solved. I worked around it by making the particles disappear after a set time, but it's not a nice solution and it takes a while to work through all the steps, timing the disappearance of the particles.


text:
Render shows up as solid colour but shading looks fine
I've searched around but I couldn't find anything. How do I fix this?

pls provide blend file

What you show is a Material Preview, which uses an internal HDRI, but for the final render you need to have an HDRI if you want to have a proper reflection on this kind of very reflective texture

@moonboots, so sorry, I literally started blender a few days ago so I don't know what u mean. Can u please explain?

@Chris how do I add the blend file.

what do you see if you click on the Rendered Preview (fourth button on the top right of your 3D view, you have currently selected the third which is Material Preview, which is not what you'll get for render)

@moonboots thanks, how do I add the HDRI?

just use dropbox/googledrive or any other cloud service and paste the link to the question

@Chris I'll never understand why you ask for a blend file on questions like this. You don't need his boat model to explain the difference between a Material Preview and the Render Preview.

In the 3D view you have chosen the Material Preview, it will use a default HDRI image (360° image) as environment but if you select the Rendered Preview (fourth button) you'll see that for the moment your scene has no HDRI image, so your water has nothing to reflect for the final render:

Look for an HDRI (for example on polyhaven.org) Open the Shader Editor, switch it to World, plug an (Input) Texture Coordinate node into a (Texture) Environment Texture that you plug into the Background. Click on the Open button of the Environment Texture and select the HDRI:


text:
How to change details of a mesh using the sapling tree gen after it is created
How to change details of a mesh after it is created
I am creating a tree using the sapling tree gen addon
now when the tree is created it we get the small panel on left hand bottom corner with details like branch distribution, branch rings, random seed etc. we fill the details and then create another mesh say a cube and move it , now  how can we edit the details of the first tree created  like change the branch distribution , random seed etc . the add panel is gone and we see the move panel, how can we see the add or edit panel again
(I am new to blender and trying to learn it watching video tutorials on youtube but could not find any thing there.)

Once you've closed that panel for any edit in Blender, you can reopen it with F6. HOWEVER, once you do something else (literally anything else), that menu is gone forever and your tree is set as a non-procedural mesh.

thanks for the reply , but this should be a basic feature, blender has been around for years they should consider to include it in future releases. editing should not be limited to scaling, moving etc , the basic mesh editing should be allowed.

To be fair, it has matured a LOT in just a handful of years so I'm optimistic that soon enough, Blender will continue to drastically improve in areas like this. In the case of Sapling, as it's an add-on (and I'm not sure who develops it), it may or may not be privy to the same level of attention and focus. As it stands it just procedurally generates a mesh once and then it's done. The mesh is no longer [Sapling-generated tree] sadly, but just [mesh]. I'm sorry I can't be more helpful!


text:
How To Find USB Drive in Video Editor
I have a lot of images, audio files, and videos in my USB drive titled "F:", but I can't seem to find that folder anywhere in the file browser in the video editor.  I searched documents, downloads, users, desktop, etc, but it seems to not be anywhere.  On my computer the USB drve is saved under "This PC", but I don't see anything like that in blender's video editor.

The USB drive can be accessed by typing its drive letter F: into the field that displays the current path.

Alternatively you can open the sidebar, either by clicking on the arrow icon on the left-hand side or by pressing T.

There you can see a list of all the available volumes, including USB drives. Select the one you want to access and the file browser will display its files.


text:
Why my texture painting doesn't work?
I am struggling with texture painting for a couple of days.
I have created a new texture painting image and painted it on.
I tried to unwrap UV. But it still doesn't work
I am connected to a Wacom tablet, but the mouse and Wacom pen both don't work.
Does anyone know what's the issue? Really appreciate it

hello please pack your image (File > External Data > Pack Resources) and share your file (upload and copy paste the URL it will give): https://pasteall.org/blend/

Hi, I just uploaded the file. Thank you!

First things that I always have to check on my own work when it doesn't seem to paint include Face Normal Direction, Mix Mode of paint brush, Texture accidentally added to Mask that is blank BLACK image that will prevent the Brush from painting at all, or Cavity Masking accidentally turned on and preventing anything from showing on the main faces. Check that stuff and see if that helps.

I'm not super clear what your question is, but I did notice that your viewport is not in textured view ( the arrow )?
Not sure if this is related, but it's the first thing that stood out to me.

Hi, thank you. But I tried different viewports and it still doesn't show the paint.


text:
How to texturize a large terrain with few PBR maps?
I have seen that there is a very effective technique to texturize large terrains. The concept is quite simple and no huge maps are needed. The first map is used to cover the whole terrain area, then, a second map is added to create medium distance detail and finally a third map is configured only for small details, I think sometimes only two maps are enough if those are well combined. All this in a single material.
I could create a couple materials with the Node-Wrangler but I was unable to combine both. I'm using PBR materials, including displacement maps.
May someone tell me where can I find a Blender tutorial which explain about this kind of master material?
Thank you for your help.
—Joe

Hi :). This could help: Blender Guru - How to Tile a Texture Without Repetition

There is also Blender Guru's Abandoned House - Tutorial which covers a lot of mixing different PBR materials.

Hello, Jachym Michal and Blunder!
Thank you very much for your help!
I will take a look to those tutorials.


text:
Remove camera set in object
When I start to render an image, it is rendered from a plane that I have created. I can easily remove the object and the problem is solved, but I want to solve the problem from another point of view.
I want to remove the camera that is set in the object, here it is a plane.

Problem solved: I simply deleted the marker by right-clicking and pressing Del on the keyboard, then going to the scene properties and setting the camera for the scene.


text:
how do i fix the way my model gets rendered (modeling)
ok so I'm having a problem with the model I'm creating, where it creates these weird lines in the render and edit mode but in solid it looks fine how would I go about fixing this.
solid mode:

render mode:

edit mode:

(ps) I was trying to combine object 1 to object 2
object 1:

object 2:

if you need more info Lmk in the comments

hello, please share your file: https://pasteall.org/blend/

it says uploading but is taking a while any other way? update too big

or use another platform like wetransfer, send it to yourself and share the link

would dropbox work? if so heres the dropbox for it:
https://www.dropbox.com/s/edvgtxvklqs8wt0/F-100%201970.blend?dl=0

or here's the wetransfer if dropbox doesn't work:
https://we.tl/t-fnVpemmA5m

You have a split normals problem, click on Clear Custom Split Normals Data in the Object Data panel. Also you have inverted normals, recalculate in Edit mode with ShiftN.

thank you......

@Jaybracer If this helped you, be sure to upvote. If it solved your problem, please accept the answer :)


text:
Can you edit an imported XPS model in Blender?
I have found some cool models in XPS ripped from some games and have imported them into Blender using an import plugin. But I went to make an adjustment to the character and found that I cannot edit. I cannot selection or see any vertices.
Other than rigging a skeleton is there a way to edit?
I believe I was in Modeling/Edit mode.

How it work? I think that you do not need to explain how to install the addon, and simple operations in the blender!
Launch your blender! In object mode, search menu XPS Tools! (on the left side of your monitor screen)
Or just standart import:  File, Import, XNALara XPS model (ascii/mesh/xps)
Then after loading model, in outliner window (on the right, and up, on you monitor) you see armature of models, in scene!
Click Left-click on Eye icons, and close armature! After that, right-click on any model body, and push Tab! (Or enter edit mode) Enjoy! Your model editible)


text:
why do game textures that shouldn't be transparent have an alpha channel?
observe

I have seen alpha layers in diffuse, normal, and specular maps. what purpose does it serve and is it useful in blender in any way?

This channel can be interpreted by the game engine as grayscale data and used for any purpose like a subsurface scattering map, which may be what is happening here.  This is called Channel Packing.
Reference: http://wiki.polycount.com/wiki/ChannelPacking

does this channel affect the base color? and if this is a SSS map can it be plugged into the subsurface node? what about normal and specular maps, does this channel affect those nodes?

I don't think it should, the color socket is RGB channels only.  You can take the alpha output and use it however you want, any of the gray sockets on the Principled BSDF will accept grayscale data.  The default SSS settings probably won't give you the results you expect, you'll have to mess around with it


text:
how to split a mesh into two and duplicate common faces?
I have this funnel intersecting a cylinder. what is the easiest way to separate the funnel and the cylinder into two meshes keeping the lower half common?

I would just select the wanted pieces (the "rim" and bottom of cylinder for one piece, the whole cylinder for the other) press shift+D to duplicate,  right click so it snaps back to it's origin, and then separate (P) by selection. Do this for both pieces. That way you can get both shapes you want without destroying the original.


text:
How to combine two rigs?
I have a character model and a full body armor model both having humanoid rigs. I want to be able to remove parts of the armor so how do I make the armor sit on top of the character and make both of them move at the same time?

If the armatures have the same bone names:

Remove the armor from its rig (select the object and press Alt+P or remove the relationship in Properties > Modifiers)
Parent it to the character rig (select the armor object, select the character armature and press Ctrl+P > Armature Deform).

If the armatures have different bone names:

Remove the armor from its rig (select the object and press Alt+P or remove the relationship in Properties > Modifiers)
Parent it to the character rig (select the armor object, select the character armature and press Ctrl+P > 'Armature Deform With Empty Groups'.
Select the armor object, switch to Edit mode in the 3D view and go to Properties > Object Data Properties > Vertex Groups.
Make sure no vertices are selected in the 3D viewport by pressing Alt+A
In Properties > Object Data Properties > Vertex Groups you should see all of the names of the bones of the armor armature (even though it is no longer linked). Click a name, click 'Select' to select all the vertices in that group, click the name of the character armature group you want to that piece of armor to follow then click assign.
Test in 3D Viewport > Pose mode to see if it is working as intended.
Repeat steps 4-6 for all the bits of armor.


text:
why did my fluid change into multi colored spheres?

the fluid mesh is under there but it's surrounded by these spheres

Those aren't spheres, they are the particles getting simulated. Looks like your scale quite small. Perhaps increasing the size of something or decreasing the particle render size would help.

@NascentSpace well changing the size of anything is not an option because that screws up all the rigs in the scene

Could always just turn off overlays to view your fluid I guess

The spheres are the particles of the fluid simulation and their size can be controlled via the Viewport Display properties in the Liquid particle settings.

Changing the Size to 0 will result in point particles instead of spheres.
Alternatively, you can hide them completely by disabling the visibility settings alongside the particle system in the list :


text:
Random glitches

I keep getting these random white glitches whenever my object is on the rendered option

Hi, could you give a bit more detail if you can, to help make it easier to answer? Without detail, it can be very hard to work out what is going on, unless someone else has had this exact problem before. Try saying if it is still there in a final render, what render engine you are using, or other details that you may have figured out or think may be important. (sorry if this comment is a bit long)

I have had a look at the image and the only thing i could suggest is to make the sample count higher maybe?? Another thing that could be useful to know is if this happens in all projects or just this one?

An issue with your graphic hardware. Try updating your driver and use latest Blender

This usually happens with me also , you can easily fix this if you are in eevee(You are obviously in eevee) , go to render settings and switch on Screen Space Reflections , This will make these Pixelations disappear , or you can simply switch to cycles


text:
Boolean Modifier Problem

Blender 2.81: I am trying to use the boolean modifier to cut out a chunk of this square. The first time i did it it worked, and then when i tried to cut another chunk out of it, didn't work. However when i tried using another shape it somehow worked. Does anyone know how to fix this?

Without seeing exactly what you were trying to do, it is hard to know how to advise you. But some general advice about using Booleans, pre version 2.91:

Both shapes should be closed volumes, with all normals pointing outwards
The shapes should not have self-intersections
The shapes should not intersect each other in such a way that edges, faces, or vertices of one shape exactly overlap edges, faces, or vertices of the other.

If any of these things is not true, Boolean might work but it is not guaranteed. This is probably why sometimes you tried, it worked,and other times it did not.
Blender 2.91 (to be released in late November) has a new Boolean solver that does not have problems with the second two of the above points. You can try it now in the daily alpha release builds of 2.91.


text:
Equivalent of Material.alpha and Material.use_transparency
I am working on upgrading a 2.79 plugin to 2.8.
The plugin was using the Material.use_transparency and Material.alpha fields, which got both removed in the 2.8 api change.
I am new to this, and I wonder what is the new equivalent of these fields, or if there is a new way to get these information.
Thanks a lot!

This is more complex because materials now almost always use nodes.
Whether to use alpha is controlled by the Blend Method. As a replacement for reading material.use_transparency, try using material.blend_method != 'OPAQUE'.
To fetch the actual alpha value is harder since it now flows down an arbitrarily-complex node graph. But for simple graphs you can try this
from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
ma_wrap = PrincipledBSDFWrapper(material)
ma_wrap.alpha  # use this instead of material.alpha
ma_wrap.alpha_texture.image  # use this if you want the alpha texture image

This wrapper is used by the OBJ/FBX exporter. See Import & Export of Node Shaders in the manual for more about it.

Thanks a lot! I'll study the method used by the official exporters then.


text:
Blender Compositing Isn't Working For Me [Last one closed , idk how to fix]
I am fairly new to blender, I have been trying to use the compositing in blender to create a mist pass to make my underwater scene look more underwater like if you know what I mean
(a water fade, cant see objects further away, they fade out) and I have watched multiple tutorials but the mist pass never shows in the final render or moving around the scene
in the compositing tab the background only ever shows as black and don't know what to do
Reply 1 - I have got an image for you of my compositing tab, the background also disappeares when I add and connect different nodes
Reply 2 - During this time I figured out that I wasn't receiving answers because I didn't have enough detail in my question, I stumbled across another stack exchange post that was made 4 years ago
that showed an image of how to make a mist pass and it actually worked, I'll insert it above
But now I am Having The issue of It not rendering in the final render, does anyone have any ideas

The final render depends on the background you make here,click it and set the Environment Texture.

Thank you I fixed it


text:
Transparency is rendered incorrectly in compositor
I've found that images with transparency are rendered incorrectly in Blender.
I have a gradient that starts from black and fades to transparent as follows:

In normal image editors, the gradient looks like this over a white background:

As you can see, the gradient transitions smoothly from left to right as expected.
In Blender's compositor, however, the same gradient over a white background looks like this:

It seems like Blender is treating the transparency of the image incorrectly, the colors do not transition smoothly from left to right. I've tried using both the Mix and Alpha Over nodes, they produce the same result. I am using Blender 3.0.1.
What is causing this, and how do I fix Blender's compositing to display transparency as expected?

Hi :). If you're using 'Filmic' color transform, the white won't be 100%. Switching color transform to 'standard' should solve it.

That doesn't solve it unfortunately, the overall image got slightly brighter, but it's still wildly different from the behaviour in image editors.


text:
Cube Preference in the Same Position
I'm trying to get two cubes in 1 spot to have only one showing. I feel like there should be a setting for view preference (I've tried adding one collection to a view layer and adding the collection with the other cube to a different view layer but it doesn't really make it clear which is first and it rendered with these same glitches both ways) of objects/collections. I know I can make the scale of the cube I want to see 1.005 (I've tried 1.01 and the glitches are minimized but still noticeable in a .glb viewer) or bigger in general, but this is not preferred.
I know I can delete the cube I don't want to show, but some cubes need to stay and some need to have the other collection show, so I essentially need to automate which collection is viewed on the outside, even though a lot of objects have the same exact dimensions/positions. Is there a setting for mesh surface depth maybe? Or is there a setting for the surface of an object that might make this go away?
If anyone could help me I'd appreciate it so much, thank you!
I guess StackExchange doesn't allow video uploads, but here's a link to the video of what's happening:
https://youtu.be/xrnCGk3NM2E

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

why don't you just use "disable in render" and keyframe that?


text:
Geometry Nodes - decrease scale and minimum spacing as Z increases
I'm trying to create a mid-poly pine tree. I have a spine as the core object, distributing points on surface, and using a round-end cylinder as the branch instance. Trouble is, I want them to get smaller and closer together the higher they go. How can I link their Z-position to both the scale of the instance and the DistanceMin? I saw another answer here advising use of the CaptureAttribute node, but I don't seem to be operating it properly. Thanks in advance

This would be a quite complex answer and rather require a tutorial. Just search for "plants", "trees" or "flowers" and "geometry nodes" on Youtube, there are loads of tutorials. Here some examples: Pine trees in 3.1, Plants for beginners in 3.0, Plant growth with fields 3.0

@GordonBrinkmann: i think you are the right man for complex answers! ;D

and i personally think it is not very complex...i will try ;)

As a quick result with the given nodetree, sure. But I think watching those tutorials would give a better understanding to build something like that on one's own. And well... me and complex answers... depends on my mood and time.

not my day today.....i cannot believe i tried it for hours now and still didn't got it working...need coffee...! Robin !? :D

@Chris Maybe you should watch some tutorials :D

That’s what I do all day long….and yes, you are right!

@GordonBrinkmann : See ? I was right! It’s not complex, just complex for you and me  Robin made this in 3 mins! He must have had great coffee!

Keeping this as simple as possible. If you start with a curve, (which can always be converted) it gives you a Spline Parameter. 0 at one end, and 1 at the other. A function of that can be taken to determine the position and scale of instances initially made on its points, but shuffled up or down it by the function.
Either math-y:

Or manual:

with this sort of result:

These groups have been kept small for illustration, but if necessary, the attributes can be captured and transferred to any mesh derived from the curve.

You are still my hero….! +1

@Chris thanks :/   ... but I wonder if this enough? I'll expand it to some sort of pine-tree when I've got some time.

That's what I mean... simply scaling along a curve isn't the problem. But if that makes a pleasing pine tree...?

They'll be viewed from a distance, surrounding a scene. Since I'm better at drawing than modeling, my plan is to rough model my animation, and use grease pencil to rotoscope everything. The tree upgrade is intended to show clusters of the pine branches that will respond to shadow. Thanks all for your input!


text:
Metarig setup - curled fingers or straight?
Just a workflow/process question, and it may be about personal preference. I've been building my character models using Dikko's youtube videos as a guide, and left the hand models with the fingers straight. When I add the Metarig, the fingers are curled slightly. It's not a big deal to straighten them out, and they curl correctly (thanks to the previous Q/A threads here!).
When you folks build your models, do you set them up with curled fingers to match the metarig? Or straighten the fingers of the metarig to match your model? What's your preference, and your reason?
For context, I'm building models for an animatic/storyboard, so not a final render model and not for gaming/framerate optimization.
Thanks in advance!

It depends on whether I'm going to modify the rig to provide I/K control for the fingers. I rarely do that, because for 99% of my usage the default curling controls work fine. If I want an I/K control, though, I curl the fingers slightly just as you would any I/K joint. It helps the I/K solver know which way to bend the joint.
Otherwise, it's easier (for me, at least,) to model most bipedal characters without the bend. As you point out, the default curling controls work in that case, so I straighten the metarig to match the finger joints.
To make that easier for myself, I tend to use topologies that allow me to snap the bones to the center of the joint.
As far as I know, it comes down to whether your modeling workflow lends itself to the curve or not and there's no other reason to select one approach over the other.

"To make that easier for myself, I tend to use topologies that allow me to snap the bones to the center of the joint." - This interests me. Is there a youtube link that goes into more detail, that a newbie like me would understand? Or do you just put the 3d Cursor in the middle, and snap to that?

The trick I  use is to model the joint as a symmetric 'cage', sometimes just a cube.  Select all of the vertices that make up the cage and snap the cursor to selected. Then switch to the armature, select the tip of the bone and snap selected to cursor.  It's a bit time consuming but it gives perfect placement.


text:
Plate armor articulation - where to parent?
I've got a character mesh behaving itself, and I have the fabric clothes behaving themselves, now I need to get the plates to behave. I've used blender 3.1's built in Rigify functions, and parented the character mesh and the fabric clothes to the rig. They work the way I want. The issue I'm having is the armor plates. For the chest-plate, it's not too bad - I parent to the rig using automatic weights, and unless I bend the rig too far, the chestplate looks ok - but it does start to deform, which I don't want. If I parent it to the bones in the meta-rig, it ignores the poses I set in the rig. Am I supposed to parent the meta-rig to the rig? That doesn't seem right.
For italian-style articulated knee joints, the problem gets even trickier - the articulations are supposed to rotate when the knee bends. Since the character mesh underneath is deforming, is there a way to parent the articulation to the nearest vertex in the character?
I'm not suave enough with the rigify system to add a controller or bone just for this purpose, but if there's an existing tutorial or walkthru of how to accomplish this, please point me to it.
Thanks in advance!
For my current project this isn't imperative, but for future projects it might be.

The trick to armature deforming rigid bits is to realize that if a group of verts all have the exact same weights, they won't deform, not relative to each other.
When I have a rigid bit that I need to weight, I start by weighting it normally (likely, autoweights or data transfer), then I select the entire rigid bit in edit mode, shift deselect, ⇧ Shift select a central vertex, and then, on sidebar/vertex weights, I click the Copy button.  This copies the weights of the active selection to all selected vertices.  While I always use a central vertex to get average-ish weights, you can experiment with copying from actively selected vertices on different parts of the plate, all it costs is an undo if you don't like it.
That's not proof against all problems, only deformation.  You may find that your plates clip into the body afterwards, perhaps requiring additional weight work on the body. In some cases, it might even be worthwhile to give a plate its own bone.  If trying to do carefully articulated plates, as with the knee you mentioned, this would make sense-- what you'd be doing is creating knee fan bones, which inherit only part of the rotation of the calf (in typical hierarchies.)  Provided you only ever rotate the calf in its X axis, this can be done safely with a copy rotation constraint on 0.5 influence, local->local.

I may have a partial answer to this.
The key isn't parenting to a vertex, it's parenting to a vertex triangle! If you parent to only 1 vertex, the knee plate (for example) copies the location of the knee but does not rotate.
In Edit Mode, selecting 3 nearby vertices at the kneecap, then switching out to Object Mode to select the knee plate and re-select the underlying mesh, and choose Parent > Vertex Triangle copies location and rotation; sort of, because the 3 vertices deform slightly differently, the effect is to rotate the knee plate.
Object origin of the plate should be at or near the vertex triangle. It moves and rotates from it's origin point, so make sure that is close to the vertices controlling it.
If there's a better way, let me know.


text:
Set multiple Child Of constraints properly
I didn't see another question/answer on this topic - please point it out if you know of one.
I'm trying to get these two characters to pass this canteen. Making one Child Of constraint, to make the guy on the right pick it up off the table (previous shot) was easy. Getting that constraint to let go, and transfer to the guy on the left, isn't working. When I set right guy's constraint to 0, the canteen floats away. Switching "set inverse" and "clear inverse" doesn't seem to work.
For now, my workaround is to cut the scene at that frame, save the file as the next shot in sequence, and pick up the animation where this one leaves off. That way I can eliminate the constraints on one and have the other immediately start.
Thanks!
https://pasteall.org/blend/edcd0ebaa2844b7c9618db10fa6bdfcc

It might - I'll try it out. Thanks!

The add-on dynamic parent is very handy for such tasks:
https://github.com/romanvolodin/dynamic_parent
Also, there is a button next to influence value, "disable and keep transform". You can press it and then keyframe location rotation - and then you can use the object for next constraint.


text:
How do I Get My Blender Model to Save in Current state
Ok so I'm working on a model and when I Render the model, or save and quit, then come black later everything I did in the previous Session (Session's before save and quiting) Goes to the 3d cursor.
I've tried Applying Scale, Rotation.
I've tried Setting Origin to Geometry.
I've tried Clearing parent and Keeping Transformation.
Any help is appreciated thx.
Picture 1 Is before save and quitting /before rendering.
[
Picture 2 Is After save and quitting /After rendering.

Hi :). It looks like you have all your transforms keyframed. Could that be the issue?

How would i got about undoing said suggestion?? if that is it

Hover over the transform field RMB > Remove Keyframes

Thank you so much thought I would have to start over

What you're missing is in the timeline window. You just delete the keyframe and be sure to have that record button disabled if you're not going to use it.
Make sure to grab the timeline screen with the middle mouse and scroll to top right corner, zoom out and expand the section where you can see the 'Summary' item on the screenshot so you can see the whole timeline.
Go to 'View' and disable 'Only keyframes from selected channel' in the timeline so you can see the keyframes of all the objects not just the one you selected.
You can also try to use shortcuts A (Select all toggle), X (Delete) and Del(,)(zoom into selection) to be sure there are not a single keyframe left.

All these yellow colors indicates that you keyframed those properties on the current frame so either you added it from the menu or the record was enabled at some point or maybe bc it's an imported file. Cleaning just the transforms might not be enough bc all the properties could be keyframed.


text:
I'm trying to save the animation itself and not a render is that possible?
ok so I'm not trying to save what the animation looks like I'm trying to save the animation itself so I can create a new one and go back to it later.
question is do I need to create a secondary file for a different animation, or can I save it some how?

You can create a new file, but you can also create a new Collection or create a new Scene, it really depends on your needs, for example do you plan to animate the same object, and does the copy of the object needs to stick the changes of the original? etc

yah I am animating the same object and I don't mind putting it in a collection or a new scene but was just wondering If it was possible to just save the animation

Lolock's comment makes me realize that you may just want to save your action: Open your Dope Sheet, switch it to Action Editor, click on the shield icon which is for Fake User, it will make sure that your action will always be available even though it is not used by any object, then close the action (X), it will automatically create a new action, and you can click on the down arrow button on the left of the action name to have access to the actions list:

If you want another version of your object, for example if it needs to be part of another setup and another collection, select your object, give it an animation, duplicate your object with AltD, make the original invisible in the Outliner. For the duplicated object open the Dope Sheet, switch it to Action Editor mode, maybe click on the Fake User button even though the action is used by the original object, and close the action in order to create a new one:

Instead of duplicating your objects which can bloat your project to death, you can also just hit the Stash button in the action editor so that it stores the action in the NLA editor without it still being used, and THEN make a new action. Don't forget to name the actions though.

Sure, I don't know much about what he wants to do. Not a fan of stash though, if you want to make sure that your animation is safe you can just press the Fake User button


text:
This bevel modifier is acting weird looking for solutions
ok so I'm using the bevel modifier to bevel all edges in a weight group and 95% of them work but some of them aren't, pic1 there is a gap plus not beveled, pic 2 it just stopped mid way.
Blend file if needed

Lmk if need something else

Hello, it's caused by your topology, but your link asks for an authorization

I think the vital detail is probably your topology. It would help to show the wire frame in medium-close-up on a problematic area.

how do i fix the link?

I can't download your file, it shows no permission.

use https://pasteall.org/blend/ upload your file and copy paste the URL it will generate


text:
How to Get Objects unstuck from one another?
when I move the headlights the grill moves (btw grill is not supposed to move) but if I then try to move the headlights again the grill doesn't move. It also does it with the not very noticeable 2nd grill.
pic 1 is 1st move of the headlights
pic two is 2nd move of the headlights

You've enabled the Proportional Editing option (blue sphere button on the top of your view), is it your problem?

thank you keep forgetting that is a feature

Disable the Proportional Editing option (blue sphere button on the top of your view):


text:
My midle mouse button is broken
My midle mouse button is broken, is there a way to use the orbit with another button?

Use your left mouse and drag on the tri-colored X/Y/Z axis.

I figured out by myself
I went to:
Preferences>Keymap>3D View>3D View (Global)>add>"view3d.rotate"


text:
Problem with the mobius wireframe
Hi guys I created a mobius strip and applied a wireframe modifier to it. It seemed like that it became a complicated wireframe because I used the triangular prism to array. However, I just want to keep the three lines and remove the triangle lines.  Anyone could help me to figure it out? I am looking forward to your reply!
Here is my blender file.

To create a real Möbius strip your curve has to be tilted...  ;)

I'm not sure that what you ask is possible as the Wireframe modifier needs faces to work. If you remove the pyramids it deletes the faces of your object. What you can do instead is give a Bevel object to your curve object, like this one:

You can set the resolution of the curve and also the resolution of the bevel object on the top of the Object Data panel > Shape. It will help to keep the object low-poly if you convert it to mesh (1 means it won't create any vertex between the 2 existing vertices):

Also don't forget that for the moment the scale of your curve is not 1 and that if you apply it you need to bring the radius of its vertices back to 1.

Thank you moonboots for your solution! It really works! But if I want to keep the line as three to five faces rather than 32 faces, can bevel also be used? (I want to make the faces as least as possible ^ ^)

you can choose whatever profile you want if this is what you mean, what do you mean by 32 faces? please share your current file. Keep in mind that you can set the resolution of the curve and also its bevel profile resolution in the Object Data panel > Shape > Resolution

Thank you moonboots, I am trying to figure out with your suggestion!


text:
Blender VTK nodes add-on question for v2.79b for scientific visualization for volume rendering from VTK data
I am new to blender and I am intending to use it for scientific visualization of my data from ParaView. I am able to perform renderings with my surface data, but to import volume rendering from VTK data, I was looking to use the add-on developed here:
https://bvtknodes.readthedocs.io/en/latest/BVTKNodes.html#installation-of-vtk-for-blender
with the explicit add-on for my version of Blender (2.79b) on Windows 10 here:
https://github.com/tkeskita/BVtkNodes
I followed the instructions to first install the VTK libraries/update them. Then, I followed the install procedure for adding add-ons into Blender.
The problem is I don't quite understand the error (see image). Can someone tell me what I am doing wrong? Also is there a better way to visualize volume rendering data from applications like ParaView? (the standard approach is to use .x3d or .ply import but that applies for surface data only not volume data).
Sorry if this is a trivial question/repeated and or formatted incorrectly, this is my first time on here. Thanks for the help.

The error indicates that you've installed the add-on version for Blender 2.8x, which is not compatible with Blender 2.79b. The type annotations where introduced to the Python API in Blender 2.80, as shown here in the section "Class Property Registration".

Ah understood. I will try to find the correct installation then. If anyone has a better suggestion for volume rendering it would be appreciated as currently this is the most suitable method I have found. Thank you Robert.

The question is what file format you can export to / what kind of data you want to render. If you're able to run Blender 2.83 or later on your hardware and are able to export the volume as OpenVDB file, that would be an alternative (Add > Volume > Import OpenVDB).

Yes, it appears that export is not possible from Paraview. I was able to find the correct add on for 2.79b here: https://github.com/esowc/sci_vis

The problem is now that the new setting do not load into the tree. I think I need vtk version 8.2.0 but I have 8.1.2 is there a way to uninstall and reinstall this library? Further the only exportable options for the data are: vtk, vti, xmf, json for data. For scene export: vtkjs, x3d, etc. For the surface export, I use the export scene x3d format. Not sure if this helps.

Unfortunately I'm not familiar with VTK nor the importer add-on, so I can't really help you if the add-on is not compatible with the VTK version.


text:
IK feet making knees misbehave and shins twist
I'm not to the point of using a mesh just yet - this is my blocky storyboarding person and the rig that came with Blender 3.0 (currently using 3.1 but problem came along for the ride). Looks fine in rest mode, but bones twist when I raise the foot, and the knee is def not going towards the pole target.
Moving the foot along the Z axis shows off the issue.
I can move the pole target to correct the knee position but this results in the shin-bone twisting.
I looked thru the other q/a sim to this but didn't see a clear answer on how to fix it. X/Y/Z coords seem to be right. What am I missing? I'm pretty new to Blender so assume I need guidance.

Are the knee joints bent forward slightly towords th pole target? If they're dead straight they might not bend forward towards the pole correctly.

They are. I used Royal Skies tutorial on this, he mentioned to bend the knees slightly forward.

You'll need to upload your blend file to https://pasteall.org/blend/ and put the link to it in your question so that someone can have a look. - I'm going to bed soon so someone else will have to look at it! :^)

I didn't realize Pasteall.org was a thing.  Here's the link.  https://pasteall.org/media/5/7/57fb532b842ac1288d8a494aa87e530d.blend

Your knees are a bit bent on Y, I don't know if there's another way but to straighten the bones in Edit mode:

It will work fine:

I see. I made the thigh rig-bones follow the shape of the actual bones, but there's no reason they have to. If that's the root of my issue, it's an easy fix. Thanks!


text:
Beginner animating: why are my rig controllers not deforming my character mesh properly?
I have a character rig and mesh that seems to have been working fine, but in the current scene, something is different. The hand controllers are the easiest to spot - I have a weapon object with a Child Of constraint to the hand.ikR controller, and as I move the hand controller in Pose mode, the hand mesh gets offset from the weapon. Mesh seems parented to the Rig properly, and other character mesh/rig sets in the same scene are working properly. What's going on?

It took a little bit to track down the problem, and it turned out to be a pretty simple issue. The character Rig object, in object mode, reported its Scale to be other than 1. Worse, X/Y values were different than the Z value.
So if this is happening to one of your rig/mesh sets: before you go thru the weight painting, editing the mesh, digging deep into the rig structure... just drop back into Object mode, and check the Rig object's scale. If it is anything other than 1, that might be your issue. It looks to me like a rookie mistake, but if there's any other rookies out there running into this, perhaps I can save you some time.

Now the answer would be a real solution if you would not only advise the people to check if the scale is 1, but also what to do if it is not - since you called this a beginner issue.

Heh - myself being a beginner, I wouldn't know what to check next after verifying the scale. Looking for a weight paint issue would be my next guess, but my luck with getting that right has been mixed.

Well, you posted a question and found an answer - it's not absolutely necessary to go through all possible issues and solutions. But for a beginner it might be interesting what he should do after he found out the scale is off. What did you do? Applied the scale? Scaled it back to 1?


text:
How do I select the vertices inside these blue lines?
Sometimes whenever I import models blue outlines appear on specifics parts of the model. I wanted to know HOW can I select them individually?

Those blue outlines appear to be sharp edge marks. They are added to geometry to tell the renderer to not blend the normals over that edge when shading smooth. You can select areas bounded by them by doing the following:

Select a face somewhere inside the desired region.
Press Ctrl+L to Select Linked All.
Open the operator panel in the bottom right, and select the “Sharp” delimiter.

This is a good chance to use the Select menu:
.
In edit mode, make sure you're in edge select mode (short cut keyboard 2)
Deselect all (short cut Alt–A)
Use the menu entry Select → Select Similar → Sharpness
You can then remove the sharpness mark by using the Edge popup menu (Shortcut Ctrl–E) and select Clear Sharp


text:
How to make "Turbulence" work properly on particle system?
I'm trying to make an animated grass field.
I have set the particle system and I want to simulate some wind in the scene, but when I move the Turbulence the particles just start spinning around theyr origins...

I would like them to bend, or at least rotate in a direction that "appears to be wind".

I saw many youtube videos making it work properly, so I think I'm missing something.
I set a simplify scene for a better understandig:
https://easyupload.io/qh8v16
These are all the steps I followed in the file:

Set the type of particles to "Hair"
Rendered as: "object"
Turn on "object rotation"
Rotate the paticle object by 90° on the Y global without apply the rotation
Add a turbulence

Also workaround would be appricieted, thank you for helping

I found the answer. This video explains a lot and I will link it as reference.
https://www.youtube.com/watch?v=nokkzNOGiY0
To have the grass reacting nicely to the force fields you have to instance the particles with the "Particle Instance" Modifier.

Put a Particle System on your Emitter object
Put a Particle Instance Modifier on your particle object
In the modifier panel select the Emitter and the Particle System just created and enable "Create Along Path"
Select your particle object, enter edit mode, rotate it until you reach the right rotation.

Now it moves much more realistic, beside it will impact more on the performance than the usual way.

Give your turbulence a bit more strength, add some noise and you get:

Note: i added another cube with particles and volume distribution to show how turbulence "works". I am not sure whether you are aware of that. Maybe you want to use wind with some noise? Might be looking better with grass.


text:
How to get rid of white artifacts on the edge when rendering with Eevee DoF
This ugly lights appear in every shot taken with Eevee in dark light condition and a visible F-stop.
I made a super easy file to demonstrate it:
https://easyupload.io/omaibj
This is the shot with and without DoF:

Do you have "Contact Shadows" enabled on your lights?

yes with 0.4 distance.. makes no difference

Try enabling "Jitter Camera" under Render Properties > Depth of Field:

You may want to increase the "Over Blur" as well. Keep in mind, I am aware this is not an ideal solution - there are several tags regarding EEVEE DOF problems on developer.blender.org, it might take me some time to get through them, and there may indeed not be a perfect solution yet.

This is actually working to reduce the artifacts and may be a solution for other people experiencing the same problem.
But in the scene I'm working there are a lot of refraction and "Jitter Camera" creates way too much noise (also increases rendering time quite a bit).

Yeah. I know it's not ideal. Could it be related to this? - https://developer.blender.org/T86578     It's also mentioned here, but Jitter Camera is the only proposed solution - https://developer.blender.org/T90216

After several renders I can say the jitter works good enough . To get rid of the noise I had to push the the override blur until 50-70%. If you then go over, up to 100% it seems to bring back the "white ghost".


text:
How to access the position of the previous control point in a curve line in geometry nodes
This node setup is meant to generate routes for drops of water.
It wraps curve lines on the surface with the geometry proximity node.

Setup
Result

I would like each control point (except the first one) to inherit the previous point's X and Y position before the proximity is evaluated.
I tried to use both "field at index" and "transfer attribute" feeding them with index-1 but it's not working:

Also, if I try with a "sample curve" approach like this.

I would expect to get the same result as in the first picture, but it's not.
This is the blend file:

This one does it:

Control points before:

Control points afterwards (take a look at index 1000):


text:
How to create a pointer to a Modifier
I want to create a field where the user can select a modifier, usually I would use a pointer for this.
I can easily create a pointer to collections or objects like this:
bpy.types.Scene.chvi_dummy_obj = bpy.props.PointerProperty(type = bpy.types.Object)

But if I try to do the same with modifier like this:
bpy.types.Scene.chvi_dummy_mod = bpy.props.PointerProperty(type = bpy.types.Modifier)

I get this error:

TypeError: PointerProperty(...) expected an RNA type derived from ID or ID Property Group

Is there a way to have a pointer to a modifier or it's just impossible?

Right now you're still trying to set the property on the bpy.types.Scene object. You would need to go the types docs and find the type of object you want to set the property for. In this case it looks like it would be bpy.types.Modifier.

Yes, it let me initialize the pointer on types.Modifier, but like this I have a pointer to a modifier on each modifier, and it's not what I want. I want this pointer to be on the scene, or on the object, or everywhere but in the modifier itself.
Can you explain better why it's not possible to have the pointer anywhere and where (in the documentation) I can deduce what you told me?

I just noticed another issue with your code. You need to be using a property group, not setting the type to bpy.types.Modifier.


text:
Texture turning green in rendered view
After doing the donut tutorial, I decided to make a bagel. I started to do the displacement and was watching the displacement tutorial, but when I switched to render view it turned a greenish color. The material preview mode still shows the normal bagel color. Any idea what's going on?

hello, please pack your image and share your file: https://pasteall.org/blend/

Hi :). Your subsurface scattering is set to 10 centimeters which is too much, and might be causing color changes. Related: How to use Subsurface Scattering in Principled BSDF

That was the issue, thanks so much!


text:
Subdivision Surface Model - Simple not visible until applied
I hope isn't a repeat of a question but I couldn't find anyone that had asked it. Basically, I'm trying to use the subsurface modifier with the "simple" option applied, however, it doesn't show on the viewport until the modifier is applied. I've unchecked the "simplify" check-box on the "render preferences" tab but still no luck. I've tried increasing the number of subdivisions, I've tried to add the modifier when on in the object mode but again no luck. Also, I've completely uninstalled blender and reinstalled but that didn't help either Has anyone had this problem before and, if so, did you find what may be happening? Anyways, any information on this would be greatly appreciate and hope you all have a great rest of the day!

Uncheck the box that says "Optimal Display" in the modifier settings.

What are you excpecting to see? As it is a modifier the subdivision doesn't exist until you apply the modifier, You can only see the wireframe if you enable the Wireframe option in the Viewport Overlays and disable Optimal Display in the modifier, as Christopher says

Thanks Christopher unfortunately that doesn't help with this situation for some reason. @moonboots, thanks for the reply too. So what I'm expecting to see is a change in the wireframe after adding the modifier. The wireframe only changes after the modifier is applied so there is no preview of what it would look like

as I said you can see the wireframe if you enable this option in the Viewport Overlays panel, if it doesn't work please share this object: https://pasteall.org/blend/

Right, I can see the wireframe just fine but the wireframe doesn't change until I apply the subdivision modifier but when you first add the modifier it does nothing. I would upload a blender file, however, it's literally just the default cube. I'm sure I'm messing something and I'm sorry if I'm being confusing. I do appreciate your help though.

The Catmull-Clark approach works but the "simple" one does nothing

@ChristopherAustin you need to uncheck Optimal Display under the modifier to see the modifications in the wireframe, if you don't do that, you won't see anything. If you've done that and still don't see changes, you should share your file or at least some screenshots.

here as a small demo how you should do it and what you can see.
If this doesn't work for you...maybe you got some hardware problems.
But it is just visualized what Christoph Bennet and moonboots wrote in the comments.

Steps are:

turn on wireframe

turn of optimal display in modifier

That worked this time! I honestly have no idea what I did different because I was thinking I did that. Anyways, thank you so much for the help!!

happens....happened to me 100x before ;)

one more thing... make sure you're not in edit mode. im using 3.4 and there seems to be a bug where catmull preview works in edit mode but not for "Simple"

It turns out to be a crashing issue with GPU subdivision in Blender 3.12.
You can fix it for now by uncheck GPU Subdivision in Preferences > Viewport > Subdivision.

That's it! With a graphics card not supporting GPU (Cycles) rendering (a Radeon R7 200), the cube disappears (I see a line in wireframe mode). If I deactivate the option, it works as expected! Thanks.


text:
How can I remove seams over procedural texture
I've created this character and want to create snake scale texture over body using this tutorial ... https://www.youtube.com/watch?v=mJVuodaPHTQ
I want to remove seams where joints are present in UV map is detached. There is a way by baking the texture and then texture painting. Is there any other way too ?

Thank you

yes, I suppose there is no other choice than repainting to hide the seam


text:
How do I get my baked UV map to apply to the object
Complete Newb here. I have an unwrapped UV map which I baked with color diffuse. I can see the finished colors in render preview, and they look exactly like I want them to, but when I save the blend file, and upload the model to sketchfab or any other 3d website, or send the blend file to a friend, the color textures are gone. How do I apply them to my finished model so that they remain part of the blend file? I'm sure I'm making some very simple mistake. Any help would be greatly appreciated. Thanks!

The baked image needs to be saved, then opened in the blend file, then packed into the blend file.  Give me a bit, I'll post an answer with images & details.

@KickAir8p,I have the same problem.Eg, create a susan, I put two material on it by vertices group, I want to have a picture output as a whole material, so if I want to create a susan later, I don't need to set the vertices group again and use two material, I only need to add the picture I saved and the result will show the same.

@NatureK I'm not sure that's the same problem.  If my answer below helps then good, otherwise it sounds like you have a baking issue.  If searching through previous answers doesn't resolve it then you should probably post a question.

In this example I've just baked a Voronoi Texture on Suzanne to an image.  To avoid losing the baked image I need to either save the image outside of the blend file:

Or pack the image into the blend file before saving the blend file:

Tip:  if you've saved the image and then used it as an image texture then you need to pack it into the blend file before saving it if you want it included in the blend file when you send it to somebody.

sorry，it's not what I want...  I have
a cube with 3 materials in 3 slots, I want to make an image texture that can shade the cube the same as 3 material shows. Here's the demo,thanks~https://pasteall.org/blend/3ed3e89433514f67b1a9cf7d71ef9840

In what way is it different? As KickAir8p says, you first need to bake, it will give you one image, and you'll have to save or pack this image.

@moonboots, but I can't bake the picture of those 3 colors made by 3 material in 3 slots.The bake can only recognize one slot, but 3 material are in 3 slots, so 2 of them will lost.

I've written an answer, I hope it helps

Thank you so much for taking the time to answer my question. This completely solved my problem, and I really appreciate it!

To answer NatureK's specific question (and not original poster's question):
Create an Image Texture node and give it an new image that you'll call Bake for example. Copy paste this node in each of your materials, don't plug them into the Principled BSDF of your materials. If you had other Image Texture in your materials you would have to keep these Image Texture nodes selected in each material but it's not the case here. Bake, it will save each color of each face onto your image:

Now you can create a new material that will be the Image Texture plugged into the Principled BSDF, give this material to the whole cube, remove the other materials, and pack the image so that it is part of the file.

That's really what I want! The key is 3 image texture! Thank you so so so much!

oops I confused you with the original poster, are you the same person?

No,sorry...When I read the question and comment,I find out that maybe the knowledge he has can help me,so I asked a little more in detail instead of open a new question.


text:
How to make stairs with a flat bottom
I'm trying to make a procedural staircase using an array and solidify modifier. I created two planes (a rise and a run) like this:

Then apply the array with a relative offset of 1 in the Y and Z directions and solidify everything into a staircase that looks like this:

I would like to be able to generate a watertight mesh after applying the modifiers with the underside of the staircase being one single face (instead of the zigzag I've found in every other tutorial). I may be going about this entirely wrong as I think like a Sketchup user but here is what I'm trying to achieve:

Is there a way to do this non-destructively where the rise and run, stair count, and flat bottom can all be controlled parametrically and independent of each other?
I had to apply the modifiers and still couldn't come up with a clean mesh for the example image above. I still couldn't come up with a clean topology, and it broke my mirrored staircase on the other side:

Hi :). Give it some time and @Chris will bring his geometry nodes and build your whole house :))

love you Jachym!!!!! :D

@Jachym not enough time, at that, for slowcoaches like me to slot in an answer!

@ Robin Betts, you can still give the Python answer

Here you are:
result:

node setup:

if you add a realize instance node before the output and apply it, you won't get one single face on the downside (sorry for that), but a pretty clean topology:

The step node just creates this:

a box and the two vertices will be just pushed on the x axis.

the mesh line instances the steps in z direction. With the indentation value i push the vertices and at the same time move the instances on the x axis so that it fits.

maybe you are asking: is this all it can do?
well...no...you can add e.g. a simple deform modifier, and you get this:

if you change the step node to this:

you can build stairs for your basement:

so with negative height you now get downstairs :D

ok you've made a stairs that goes up but are you able to make a stairs that goes down? I need one for my basement

@moonboots: challenge accepted!

answer updated!! :D

wow great, thanks a lot! but actually I was just kidding, I don't need any stairs in my spaceships

@moonboots I thought you said he was lazy :)

@Robin Betts, he is, at first he wanted to model an escalator

Beautiful, simple and robust; you are incredible my friend. This was my first question thanks for being a great community y'all!

You are welcome

It seems I'm a bit late, but here's my Geometry Nodes entry with all your criteria satisfied, including optional start/end steps and perfectly manifold geometry:

To get a manifold geometry I had to forgo using steps as instances and tried drawing the side section of the whole staircase edge by edge, and extruded the finished profile in one go instead:

That’s great! +1

Here's a non-node approach.
Create a subdivided plane as shown below
First join, with J, the verts cirlced then select, with B to make it faster, faces as shown
Remove the selected faces and Y-extrude

i just wonder for the upvotes here if the OP ask for a procedural (non destructive) solution....but yeah....


text:
Looping certain frames
I've been trying to wrap my head around how to go about this and so far have come up with nothing. I'm trying to create a loop out of a number of keyframes in my animation sequence of 130 keyframes. This loop would leave out certain keyframes, say the first two and the last four. I've tried using the cycles modifier in the graph editor but still can't get it down.

Hi, could you please give an example of what you are trying to do, and maybe link the blend file? It's not very clear what you are asking for here.

does this help? https://blender.stackexchange.com/questions/57394/how-to-specify-frames-for-%D0%A1ycles-modifier-in-f-curve-editor


text:
Exporting my Blender models texture to unity
I am able to export my model but my texture doesn't export with it, I've tried to export my texture separately and I'm not sure if I'm doing it right but I found a video that tells me so when I export it separately it gives me a file. The file only gives my model the same texture it had when i exported it to unity (Grey). I assume it's a component I'm missing with my shading editor, can someone tell me what components I need or I could be missing or some sort of problem that could be wrong with my model?

Are you using PBR textures maps or procedural texturing inside Blender ?

Place the . blend files inside the Unity project's Assets folder (or a subfolder inside Assets). You can open them for editing by double-clicking the file in Unity. ...
Place all the texture files in a subfolder named Textures in the same folder as the . blend file.


text:
I have error in my python code(while producing a blender addon) which i couldn't figure it out. Can anyone please help me out?
So, recently I was planning on creating a 3D model pack for blender 2.9 in which my 3d models can be easily accessible within blender through addon. My plan was to make a small little tool shelf (at the right panel) in which it shows preview image of the 3D model and when I click add button after selecting the desired 3D model from preview, it should append the object.
As you can see it has categories and there are two categories and the previews are working fine.
My problem is:
When I click on Add button it suddenly pops up  with an error message which is given down below:

and I can't figure it out for a long time why it happens since I am a beginner in the field of coding.
I just reached till to this point by seeking help from others. I will provide the code of the addon so that if anyone could help me I would appreciate that. Thank you!
LINK OF CODE AND FILE STRUCTURE

See: https://blender.stackexchange.com/questions/38060/how-to-link-append-with-a-python-script

Thanks for the link. But I cant figure out the solution to my problem. Each time I update the code it shows the same error. What should I do?

I would recommend playing around with bpy.ops.wm.append() operator alone to figure out how to use it correctly.

Can you (or someone who knows) somehow help me with this by editing the code I have been given? Five days have passed and still I couldn't figure out the solution yet. :(

This looks like a path error, similar to what is described in this question.
Append python script for Blender 2.8

Thanks for quick response. I will check it out and I hope this works out.

Thanks for the link. But I cant figure out the solution to my problem. Each time I update the code it shows the same error. What should I do?

Does it matter that the error isn't seeing '/light.blend', just '/light'

I have no idea. Each time I add [+ ".blend"] extension to the last, it jumps to previous path (wall_lights.blend) which is a folder name.