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Split areas on a subdivded icosphere
I created an icosphere with a subdivision level of 1. Then I added an EdgeSplit, a Solidify and a Bevel Modifier to the object. In the end I subdivided the whole icosphere. I am doing it this way because I want 20 areas which are then divided into smaller pieces and not 80 small pieces like it would happen when I would choose a subdivision level of 2.
Now it looks like this:

Now I want to split every of the 20 faces into 4 pieces. I am doing this by selecting the three middle vertexes and then use split.
Now it looks like this:

When I now try to do the same thing for the adjusting areas it does not work anymore. Maybe one vertex is already in use from the other area and therefore I can not use it anymore.
Is there any way to get the same result for every area?

In Edit Mode subdivide your Icosphere one time

Select all, and Split, Faces by Edges with ⌥ Alt + M

Change pivot point to individual origins and S to scale a bit smaller.

Add Solidify and Bevel modifiers in object mode.

Result:


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How to rotate instanced objects on Z-axis using geometry nodes to match face rotation
I've got a mesh with two separate faces that each have a cube on them. I would like the cube attached to a specific face to rotate to match the face as that face rotates. I'm pretty new at geometry nodes so I might be misunderstanding this, but I believe the issue is that the Z-axis has no reference point for a face as it rotates. (See image of monkey heads as explained in https://www.youtube.com/watch?v=Fl-igAAMCeM.

In the image below you can see that I have two faces in one object. I want to rotate the face on the right by 45 degrees (or however much is necessary) so that the edges of the cube rotate with the edges of the face. As is shown the cube itself doesn't rotate as is the goal.

One other concern is that I would sometimes like to do rotations up to 180 degrees when I need to display the opposite side of the cube. In this instance, the "largest-y" edge would become the "smallest-y", so doing it based on vertex position hasn't given me much success when trying to perform face tangents based on edge position.
After many trials, I've reverted to the following geometry nodes, just for simplicity's sake of this post.

As a final note, X and Y rotate just fine, it's purely the Z axis that I need help with. I do have a workaround but that involves creating copies of the object, and I'd prefer to keep them all as the same object, but with multiple faces.
Thank you so much in advance and let me know if I need to send any more info. Also, I looked through dozens of "similar" questions but I may have still missed something. Sorry if that's the case.

I think this helps: https://blender.stackexchange.com/a/277891/60486

This one worked partially, but as soon as I add another plane to the object, the Z rotations become distored due to positioning. I'll have to see if I can figure out more with it.

It's the same principle as here:
Trying to align multiple instances of an object normal to faces using geometry nodes
Except there I aligned to the bottom, and since you want consistency in animation, you want to align by topology - so below I pick the first edge of the first vertex of each face, and align to that (edge's center):

Notice how the eyes of Suzanne aren't symmetric. This is because the first edge of first vertex relation isn't mirrored. You could use a different logic to align, for example only use first vertex (no need to get the first edge of it) to get the rotation, compare with the actual z-rotation obtained otherwise (e.g. align up), do that on frame 1, do again on current frame, and the difference in angles is the additional rotation you need to apply…

I'm so sorry, I went to bed before I could look into your other response more, but thank you so much. Both responses were wonderful, but the second one worked flawlessly right off the bat!

source: Stack Exchange

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

sort: votes


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Anyone have any ideas on how to make a photo realistic chipped paint concrete texture?
I've been racking my brain trying to make this chipped paint concrete texture.  I decided to make an account and see if anyone here may know the answer.  I'm looking to recreate the texture below.  Any help would be greatly appreciated!

It might be helpful to people trying to help you if you uploaded an example blend file of what you have to the site https://blend-exchange.com and add that link in the question.  Also this may help
https://www.youtube.com/watch?v=PansYUHh-yo or
https://www.youtube.com/watch?v=mXR9BqkO9Nw or https://www.youtube.com/watch?v=hWZFzAwFyQc or https://youtu.be/F7Pt-SOnJ5U?feature=shared

@moonboots Thanks for the help!  I messed with it a bit more and found something I am happy with.  I included my node tree and an output image.

Care to share that texture? For some reason, i cannot create this, my nodes refuse to be inverted.

@Jaco Sure, I've never shared a material before.  Here is a blend file with the material included.  Hope that works!
PS totally new to posting on this site.  Not sure how to upload a blend file on here.
Here is a link to the blend file.
https://www.dropbox.com/scl/fi/22s9eocrey4vrt73q0f03/Chipped-Concrete.blend?rlkey=pebnkds5f0uv3xyddp39ij5xz&dl=0

That is just perfect! Thanks so much!

You could try it this way: For the base color of your Principlad BSDF mix 2 Noise Texture nodes with different scales into a Color > Mix Color (in Multiply mode), and plug a Noise Texture into a Bump node that you plug into the Normal input of the Principled BSDF:

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


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Pie menu shortkey (Object-Edit-Pose modes) wont working
Normally, I use Ctrl+Tab to bring up the pie menu to switch modes. Recently I upgraded to Blender 4.0.1 and this keyboard shortcut stopped working. How can I get it working again?

It's part of an add-on "3D Viewport Pie Menus". So you need to make sure the add-on and the hotkey in its preferences are enabled.

You can also check if the keymap has problems after you make sure the add-on is enabled properly. You can search for the hotkey by key binding:


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The Rendered image look soo different from the preview
I've made some project and want to render it but the render image looks so different from what it looks on preview.
Heres the picture from the preview
Preview Image

but the rendered Image looks like this
Rendered Image

I know it hasnt done yet but it looks pretty much different for me

Hi :). Looks like a difference in lighting. Do you have the same HDRI set up in viewport and render?

@JachymMichal where do i check the lighting, Im new on blender T^T, and i use lighting using plane material that i give array modifier and change the surface to emission


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How to shift noise texture without distortion?
I am struggling with understanding how to shift the noise texture connected to another noise texture without distorting the overall shape. I have tried connecting them to same mapping, and to separate mappings and shifting x coordinate around, but so far the results are not as I expected. I have attached an image below illustrating what happens in each case.
This image does not have any mapping changes. Below I show what happens if I change the mapping of a lower node:
As it can be seen, there are no changes in the bigger pattern of the cloud, but smaller details change. Next, I show what happens if you change mapping of higher node:
The result is similar to the one if you connect one mapping to both noises. In a nutshell, I would like to shift the "bigger" pattern of the cloud, not only the smaller details. How shall I proceed?

I see in your screenshot you've moved the texture 300 m in the X direction with the upper Mapping node. If I do this, the texture is simply moved to a part where it shows mostly white (= high density volume). 300 m is quite a lot. Have you tried moving with values smaller than 1 m? Like 0.1 or 0.05?

@GordonBrinkmann While I can shift it with smaller numbers, it does not really fix the problem. In my understanding, the pattern of those two noise textures should simply "shift" in the chosen direction. Instead, it gets denser as the mapping value increases, which indicates that something changes within the pattern itself. I suppose that the fix is within mapping nodes, but I just cant get the configuration right.

I didn't test it yet, but seems to me strange to use Noise texture as a Scale value for Noise texture ... probably this mismatch the result.

@vklidu It might be a rather strange method, but so far it is the best I found to make specifically detailed clouds. The only thing is that I have no clue how to shift it.

It seems to me strange to use Noise texture as a Scale value for Noise texture ... probably this mismatch the result. If you disconnect lower Noise to Scale you can see X shifting works OK so issue is definitely Scale source value. Try something like this ...

Thank you for your answer! I have fiddled around with nodes and managed to get a close result to what I expected :)

I replaced your Mapping nodes with Vector Math > Add as it achieves the same thing. Now, let's look what happens when you offset the Y coordinate passed to the 2nd noise texture, with the first noise removed:

Not surprising at all...
But what if we base the scale on the Y coordinate (before offsetting it, simply the Y coordinate of the rendered pixel):

It no longer moves, it squeezes! Why? Because the noise texture isn't generated by first moving to a given location, and then generating some noise there, with the size of pockets of similar color based on Scale - no, instead it simply multiplies the given coordinate by the scale, and then generates noise for that coordinate:

This is why setting Scale to 0 will output a solid color everywhere, because each coordinate will be multiplied with 0, resulting with x:0, y:0, z:0, and so only a single noise coordinate will be sampled for all pixels/lightrays.
Going back to the example where the Scale depends on Y coordinate: at the bottom Y=0, and so bottom color doesn't change at all; at the top Y=1, and so the color changes as with Scale = 1. The lower on the plane, the smaller the scale and so the lower the multiplicand of the coordinate, and so the lower the offset, and so the lower of the moving texture speed... In simpler words (not sure if they're needed), if you have a traffic jam with 100 cars, and you magically make the cars move with speeds based on each car's bumper's distance to the front car's bumper, the front car won't move at all, the last car will move the fastest, and they will all squeeze tragically killing everyone inside (don't try to imagine the horror).
Now in your case something quite similar happens, the speed of change depends on the result of the first noise. You have points on the plane that have scale very close to 0, points that have scale very close to 1, and points in between. As you increase the offset, everything squeezes, therefore adding more and more detail:

But how do you fix that? Right, ummm... I know! Do that thing vklidu said.

Thank you for your answer! The car analogy was quite helpful with visualization :D The mechanic behind noise scaling is clear now!

+1 ... Ha .. even I used also Y coord to see what 0-1 gradient generates ... and I saw squizing ... even after your in depth explanation ... I ended up just with the horror image :) It still twisting my brain ... it is not request , it is just dimension I'm not able to pass through :)

@vklidu It's not like you have to imagine higher dimensions or something... First, the cars (version without blood), each car has a speed based on the starting distance from 3D cursor: first doesn't move, 2nd has a Y location driver 2 - frame*0.02, 3rd 4 - frame*0.04, 4th 6 - frame*0.06, 5th 8 - frame*0.08 https://i.imgur.com/2XlL3WH.gif Now replace cars with swatches on a color ramp - or X coordinate: https://i.imgur.com/wnTk6hu.gif Now replace X with distance from center: https://i.imgur.com/vXFsqut.gif

Now use Fraction to repeat the values to simulate infinite noise space: https://i.imgur.com/alOcSCJ.gif Finally, use Voronoi to get a distance from the nearest cell: https://i.imgur.com/RIVMTIu.gif That's what's happening with the noise, you get a smooth transition between 0 (really "near zero", because you're very unlikely to get exactly 0, and it's important, because otherwise it would be confusing why color changes everywhere - at scale 0 it wouldn't change at all) and (almost) 1. But the more offset you apply to scale=1, the more distance needs to be covered from scale=0 to scale=1!

@vklidu actually you could clamp the noise colors to get points with scale at exactly 0 and exactly 1... Now you can see a significant area that has scale=0 and so constant color, and a distinguishable area that has scale=1 and so rapid color change, and a transition between them: https://i.imgur.com/hs4xEUm.gif t

I didnt want to provoke you to extend your answer ... I understood the basics I just live in 2D analog world :) and I'm mostly stack in my box of my expectations how should world works :) But thank you anyway for your time. ... btw for the same reason I could not translate voronoi texture with Random zero (grid).


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Round a jagged face by smoothing only the edges tangent to the face
I have a face with jagged edges that I would like to turn into an ellipse by limiting the angle at each vertex in the direction tangent to the face, but keeping the sharp angles normal to the face.
Ideally this smoothing would be accomplished with proportional editing so the vertical walls would be also smoothed while keeping the sharp transition between the face and the walls.
I've already tried the bevel and smooth tools, but those introduced changes beyond the "normal" plane or created 3d peaks all around the face.
Extra info: I want to extrude that face to create a cylindrical pocket inside the part. If I extrude as it is, the cylinder will have jagged walls.
If it's easier to smooth the walls of the cylinder after extruding, that works as well.

It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.


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Is there a way to control tile texture mapping, while keeping the original material scale?
I am tiling a bathroom and I've had to change the mapping from generated to UV so I could move the texture, to align the white lines between the faces (where the creases are).
Is this the correct way to approach this or am I doing it wrong?
The original generated mapping brick texture:

For the other parts of the tile surface I have added some other meshes with the same material. The 2 front large faces of the shower have the original size that I got from generated mapping. The other parts are UV unwrapped, but the issue is that I am losing the scale:

I could do it manually but that doesn't seem the smartest or correct way to do this
Do I have to make all of these as 1 mesh? Can they stay separate like this? Because all these planes have a .5cm solidify mod for some distance from the wall

What do you mean by "can they stay separate"? You can unwrap with the Smart UV Project mode for example, then move the UVs in the UV Editor until the lines match the angles

Hi Alex :). To keep the texture size across multiple objects, you need to keep the same texel density. With addons it's very simple Texel Density Checker Addon

@moonboots I meant if they can stay as separate meshes or do I have to join them and then unwrap it

Sure you can join all these meshes into one object and even merge their vertices, when you'll unwrap the UVs can be separate

Do I have to join them?

You don't have to, but if you have no reason to keep them separate it's more convenient to have one object

Let's say that you have this object with this brick texture, I've unwrapped all at once with the Smart UV Project mode, the size of the brick is homogeneous:

Then I can move the UVs to adjust the texture if necessary:

Had you applied the rotation (ctrl+a > rotation)? These walls looks like separated objects and maybe it could be that simple.

they are separate, but applying the rotation makes no difference.


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Cant change blender default version. All my blend files keep opening up in older version
So far my main version I was working with was 3.0. I got 3.5 (also tried 3.3) and when I try to make those versions default, even newer files ive saved through them open up in 3.0
Any ideas?

It might help if you said what operating system you are using.

Did you use Edit -> Preferences -> System -> Make Default?

@JohnEason Im on Win 10

@AllenSimpson yes I have tried the make default button on all 3 versions that I mentioned. Doesnt seem to work

Worked fine here under Windows 10 Professional for every version I installed.

@JohnEason I cant even try to uninstall 3.0 because thats my main version

You don't need to uninstall any version of Blender if you have enough disk space. They all run independently with their own settings. I currently have 5 versions installed here and using the setting that @AllenSimpson suggests in one of the versions means that double-clicking a Blend file opens it in that version.

Same thing here with Window 10 Home. I need to change the default app for .blend files in OS everytime. Maybe the simplest way: Windows Explorer > RMB at any .blend > Properties > Opens with: Change > More Apps > Search Other Apps (scroll down) > select BlenderVersion. Here they are linked to desktop with number else you find them in C:\Program Files\Blender Foundation[BlenderVersion]\blender.exe

Got rid of blender 3.0 and got 3.2, .3, and .5 instead. It works now, but somehow I had to uninstall 3.0


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How can I find the resolution/format of a face when UV unrwapping?
I am trying to create an image as a mask for texture painting. Im still a beginner when it comes to texture painting, so what I want to do is assign this mixed material to only 1 face of my mesh and then create an image with the resolution of that particular face. How do I find that info?

I'm not sure there's any way but you can export the UV layout (in the UV Editor > UV > Export UV Layout) and open it with an image editor like Photoshop or Krita

https://blender.stackexchange.com/questions/66727/whats-the-meaning-of-0-to-1-space-in-uv


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Bake Diffuse texture color wrong shades
I'm still fairly new to Nodes/texturing.
Had it baking correctly until I Appended the material into another model that needed the same treatment. Realized I had changed and saved some of the node settings (color/color ramp) so I copied the 2nd model back to the original to bake. The mask baked fine but the 2nd bake has 3 tones of red??? I thought it may have some thing to do with the 2nd model using a different 'Ray Distance' as I baked the normal on 2.7(I think) and have only recently started using 2.9(new PC), but I have 'Selected to active' turned off.

Spent about 3hrs trying to fix this and have finally given up. I Appended it to a cube if anyone can take a look. https://pasteall.org/blend/d49a6e9cc5fd4d99b17f96c2769369a3

After a heap of testing to every part of my nodes I eventually found one of my Normal Maps was plugged into my Color ramp. Not sure how I did it but that just killed a day of work (took a day off due to extreme frustration towards myself).


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I can't draw but I am super creative
Here's a beginners question.
I have always been creative but I was never able to draw or put something on paper. However I can perfectly imagine my idea in 3D.
Now I have found Blender and I hope I can finally do something about my ideas.
So here's my question. Can I use blender to create new art, animations,... without being able how to draw?
Thank you!

You don't need to know how to draw to 3D model, but some of the principles of drawing certainly help with both practices. If you have certain projects you have in mind, I can link you some resources to get started learning the basics.

I will answer this, but avoid questions that are opinion based like this on this stack exchange. Take the Tour here.
Of course you can! Drawing is not required at all for blender. You can utilize tools like sculpt and modeling which dont require knowing how to draw. I am absolutely horrible at drawing, and I know how to do these things using blender.

I second this - Straight drawing, I could probably screw up a stickman - blender has allowed me to express myself artistically in ways my hands and fingers could never even dream of. If you want a good tutorial series to get going, a great place to start is Andrew Price's (the Blender Guru) donut tutorial. Most people on this site are familiar with the series as well, so it makes it easier to find answers if/when you have questions. Link is here - https://www.youtube.com/watch?v=TPrnSACiTJ4


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Rotating a bone in pose mode also scales it
When I rotate the bone, it wasn't supposed to scale it. Here as you can see it scales it:
Any help is appreciated. Thanks!
enter image description here
[
[

maybe its parent bone has some scale

@lemon I already applied transforms of the armature

I meant scaled in pose mode

As you can read in the N panel, the bone doesn't scale at all.
What happens is that vertices that move by rotating the Arm.L bone have some weight relatively to some others bones/Vertex Groups which stay still, so the mesh is stretched between theese opposite "forces".
To solve, just remove weights from vertex groups that are not supposed to influence the left arm.

Thanks that fixed it. Apparently I was having these intersecting vertices assigned to different groups. That was causing all the mess.


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Cloth at a certain point of animation stuck in one place
I've been trying to dig up the history if anyone had a similar issue before, but nothing... so here's my problem:
I'm using cloth simulation in an animation, i.e., a rigged moving character model (pants, shirt); the simulation is OK for a while, however at a certain point it stops "simulating" and as my character moves ahead the cloths just remain in one place.
Anyone, any ideas what the issue can be, and a possible solution?
Cheers

By default the simulation takes only 250 frames, adjust the "Simulation End":

Markus, thank you so much –– I knew it must be something trivial... Issue solved! Cheers!

if it fixes your poblem, mark the answer as correct  @MrFledermaus


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Export glb animation WITH shadows
How do you export a glb with shadows? Using Cycles with GPU Compute. Goal is a webAR animation. I have tried so many combinations. I have even done a test of simple animation of blocks on a plane and nothing is casting or receiving shadows in the gLTF viewer.

Shadows are calculated in Blender by the render engine according to the objects and lights in the scene. If the gLTF viewer cannot render these things, they will not appear no matter what you do in Blender. Or you have to bake textures complete with lighting and shadows, but for that I would recommend watching dedicated tutorials on that topic to learn about it or search for "texture bake" or "baking" on this site. But the questions and answers here usually focus on solving specific problems, we are not providing full tutorials here so you might want to search elsewhere, too.

Hi, @GordonBrinkmann  .. I  know your comment may seem  very obvious to those of us with more experience of how stuff works, , but IMO it could still be pretty much cut-and-pasted into an acceptable answer to an acceptable question, ticked, and  become part of the archive.

@RobinBetts Well, I've once seen tutorials on texture baking, never use it for myself so I only know that you can bake textures with shading, but no in-depth knowledge how to do that best. So I could only link to other answers here (if I knew which give best advice) resulting in suggesting to close this question as duplicate or give links to some Youtube tutorials which I deem to be a low quality answer (and first I would have to search for tutorials and watch them to see if they are good, not that I could really evaluate that).

Thanks for your time. It looks like I was expecting too much. I revised the design and animation and will be using a shadow catcher. Thanks for your input.


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Why is Shadow Catcher not working
I’ve seen other questions about the settings for Shadow Catcher, however everything I’ve seen I have tried.
Using Cycles / GPU.
Set Film to Transparent.
Set to PNG / RGBA.
Set only the plane to Shadow Catcher.
The spotlight is set to cast shadows.
There is no material property in the plane.
The plane is set to receiving shadow caustics (not sure if that helps).
Screengrabs of settings attached including render setup, objects and export setup.

The shadow catcher is a Blender-specific tool; other tools may and probably will not support it.  You can bake the shadow of your plane to an image texture, which is readily understood by most 3D programs.


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I can't curl the finger like the one shown in the YT video Im following, any idea?
https://cloudmails-my.sharepoint.com/:v:/g/personal/tp053611_mail_apu_edu_my/EeZRyOx9tRpBgBY1WFpS_7sBRYXN8Y5YdXsSif5F1o7R9A?nav=eyJyZWZlcnJhbEluZm8iOnsicmVmZXJyYWxBcHAiOiJPbmVEcml2ZUZvckJ1c2luZXNzIiwicmVmZXJyYWxBcHBQbGF0Zm9ybSI6IldlYiIsInJlZmVycmFsTW9kZSI6InZpZXciLCJyZWZlcnJhbFZpZXciOiJNeUZpbGVzTGlua0NvcHkifX0&e=XT2c6w
Need help with the insight on rigging bone to curl like what is shown in the youtube video

Hello, in your armature your fingers seem to have only one phalange while in the video there are 3 per fingers, so I'm not sure what is your question?

@moonboots might be dumb question but is there a way to add phalange? does extruding it works?

select the bone in Edit mode and right click > Subdivide, then in the Operator box increase the subdivision

@moonboots thanks for the help~ I think I have one last ques, the newly created bone doesn't seem to attach to the finger while u manipulate it, is this related to parenting issue? any solution? Video Reference:
https://cloudmails-my.sharepoint.com/:v:/g/personal/tp053611_mail_apu_edu_my/EbSI6tBNRrtLrj8ixYGeJ9wBvBVDKbQHWZuPLkyPFl8sQA?nav=eyJyZWZlcnJhbEluZm8iOnsicmVmZXJyYWxBcHAiOiJPbmVEcml2ZUZvckJ1c2luZXNzIiwicmVmZXJyYWxBcHBQbGF0Zm9ybSI6IldlYiIsInJlZmVycmFsTW9kZSI6InZpZXciLCJyZWZlcnJhbFZpZXciOiJNeUZpbGVzTGlua0NvcHkifX0&e=nt1JGI

As you had only one bone, only this one continues to act on the mesh, now you need to assign weights for the new bones. To do that, select the armature, shift select the mesh, switch to Weight Paint mode, Shift left click to select the desired bones, then in the top bar menu > Weights > Assign Automatic from Bones

In your armature your fingers have only one phalange while in the video there are 3 per fingers, you need to subdivide your fingers in Edit mode: Select and RMB > Subdivide, then in the Operator Box increase the Number of Cuts up to 2.
As you had only one bone, only this one continues to act on the mesh, now you need to assign weights for the new bones. To do that, select the armature, shift select the mesh, switch to Weight Paint mode, ShiftLMB to select the desired bones, then in the top bar menu > Weights > Assign Automatic from Bones:

Edit: Before the operation, make sure that the armature is in its rest pose, select all the bones in Pose mode and AltG, AltR, AltS

been trying for awhile now, but I cant seemed to select anything use Shift +Left mouse in weight paint mode, any reason why?
Edit: also wanna thanks for the effort and time for helping and newbie shlt likes me, really appreciating it

If the mesh is still parented to the armature it should work, if it doesn't I don't understand why......    ://

I also tried Alt+Shift+right click, Im able to select added bone with it (weight paint mode) and assigned automatic from bones but  it still doesn't attach to the bone...

Please share your file as it is: https://blend-exchange.com/

Edit: The layers in scene collection tab is messy, dnt trust it xD


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Unable to connect the bone to my mesh
I was following this video: https://www.youtube.com/watch?v=vzJ7454X46g&t=301s&ab_channel=TheGameDevCave and followed all the steps but can't figure out why my bone wasn't able to connect to my mesh.
Video demonstration:
2024-01-15 23-52-14.mp4

Please share your Blend file via https://blend-exchange.com/ following the instructions there to copy the link on that page then edit your question here and paste the link into it. - I suspect you're trying to move your model with the FK>IK switch in the wrong position for the widgets you're trying to move.


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What is the best approach to rig thin mesh like this - claw?

Approaches I can think of:

Use wire bone
Make the bone smaller
Weight paint

Hello, make the bones smaller seems like a good idea, no?

This is very much asking for opinion-based answers I think... there is no objectively best way. Making the bones smaller - yeah, if you want to. Does not seem bad. Weight-paint? You can do that and it will work if done correctly, but I guess the claws should be rigid and not deform, so they can simply be parented to the bone. However it seems like the blade itself is a part of the rest of the mesh, so you need weight paint in order to move it.


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I have tried everything I can to substract weight on this region, but it doesn't work
Video demonstration: https://cloudmails-my.sharepoint.com/:v:/g/personal/tp053611_mail_apu_edu_my/EXeZLDfJwBFIgf956f4iZ9kB3FNC2h4uM0zNq-hCBwYEfA?nav=eyJyZWZlcnJhbEluZm8iOnsicmVmZXJyYWxBcHAiOiJPbmVEcml2ZUZvckJ1c2luZXNzIiwicmVmZXJyYWxBcHBQbGF0Zm9ybSI6IldlYiIsInJlZmVycmFsTW9kZSI6InZpZXciLCJyZWZlcnJhbFZpZXciOiJNeUZpbGVzTGlua0NvcHkifX0&e=lnQncN
Is there any alternative solution? I tried increasing/ decreasing radius, weight, strength and toggling off subdiv, but nothing works

Hello, you have activated the Vertex Selection option (top left) which means that you'll only be able to act on the selected vertices, have you tried to see if it works if you disable this option (or select the wanted vertices in Edit mode). If it still doesn't work please share your file


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Is weight painting usually this unresponsive?
Video References: https://cloudmails-my.sharepoint.com/:v:/g/personal/tp053611_mail_apu_edu_my/Ea3o8-e2xiFFiAsTSlnh2hUBxFOzgj1XPCQQ5TM4rjRssg?nav=eyJyZWZlcnJhbEluZm8iOnsicmVmZXJyYWxBcHAiOiJPbmVEcml2ZUZvckJ1c2luZXNzIiwicmVmZXJyYWxBcHBQbGF0Zm9ybSI6IldlYiIsInJlZmVycmFsTW9kZSI6InZpZXciLCJyZWZlcnJhbFZpZXciOiJNeUZpbGVzTGlua0NvcHkifX0&e=X0SZrL

It is almost like I can't paint on certain area

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

Try pressing F and draging to make your brush larger. Weight painting only responds when the brush circle touches a vertex on the model you're painting. Also when you right click in weight paint mode you can change the strength of your brush 1= red 0=blue. I know that's kind of basic, but it's best to start simple

To see the vertices better enable the Wireframe overlay.


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Any idea why I can't paint the texture on a proper uv unwrapped object?
Video reference: https://cloudmails-my.sharepoint.com/:v:/g/personal/tp053611_mail_apu_edu_my/EZ5KVuWNAABLmH57L7UmCqQBt_Nl0YNnV8wvT3YIVjsVtQ?nav=eyJyZWZlcnJhbEluZm8iOnsicmVmZXJyYWxBcHAiOiJPbmVEcml2ZUZvckJ1c2luZXNzIiwicmVmZXJyYWxBcHBQbGF0Zm9ybSI6IldlYiIsInJlZmVycmFsTW9kZSI6InZpZXciLCJyZWZlcnJhbFZpZXciOiJNeUZpbGVzTGlua0NvcHkifX0&e=Iehqpf
I seemed to be able to paint on some region but unable to paint on the region I needed, any possible cause of this?

Could you provide your Blender file using https://blend-exchange.com/ ?

Looking at your video, it does not look properly unwrapped.  There are faces with 0 UV area.  If a face doesn't have any area, you can't paint on it.

or you have given another material to this face, hard to tell without the file


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How to solve this kind of glitch?
Video reference: https://cloudmails-my.sharepoint.com/:v:/g/personal/tp053611_mail_apu_edu_my/EQFx3_UeUclJlL1ZqIPqQdoBo6LdgknWJJWmZkgudn8Icg?nav=eyJyZWZlcnJhbEluZm8iOnsicmVmZXJyYWxBcHAiOiJPbmVEcml2ZUZvckJ1c2luZXNzIiwicmVmZXJyYWxBcHBQbGF0Zm9ybSI6IldlYiIsInJlZmVycmFsTW9kZSI6InZpZXciLCJyZWZlcnJhbFZpZXciOiJNeUZpbGVzTGlua0NvcHkifX0&e=l21EQ5
No matter I substract or add weight, it doesn't solve the glitch

Hello please share your file: https://blend-exchange.com/

Hi. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that anyone searching for a similar problem is likely to find it. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing potential visitors see, answers you get depend heavily on how insightful it is. See What is the problem of asking “How do I do this?"

AgitAngst has answered correctly imho but do you know how to do it?

Select these vertices in Edit Mode and manually remove/add to group in Vertex Groups


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Why are the render files ordered wrong?
I am rendering a video as png's, because I need transparency, but even though each frame in the folder is called "file001, file002, file003," etc, it orders it as "file358, file 359, file356, file 357, file354"etc, but it only does this in the blender file view and in the video editor. In windows file explorer, it is fine, but when I put it into blender, the frames are not in order.

make sure to sort it, by clicking this button on blender's file viewer.
selecting it to Name will sort it by name


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Drawing FCurve with Empty
I'm trying to archive drawing a FCurve with an Empty.
All works as expected, except that i have written a conditonal script that deletes the spline at the end of the frame range, sometimes its working as expected and sometimes not (reloading the Blend file sometimes fixes it)
For me it has something to do with the order of execution but I'm not sure about it, maybe its an other issue.

DeleteSplines.py:
if x:
    curves = bpy.data.curves
    #objects = bpy.data.objects
    # scene = bpy.context.scene

    obj = bpy.data.objects['FCurve']
    cu = obj.data  # the curve
    spli = cu.splines
    spli.clear()
    print("Splines deleted")

The order of execution was indeed wrong. I just put the script node after the "Curve Object Output", even if the Object input for the script is unneeded, it is required for the execution order.

It seems that the order of execution is in the non-fixed version undefined, but I'm not sure about that, I couldn't find anything in the docs about it.


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Background in shading mode is always black
In shading mode the background behind my object is always black. Why is this happening? is it because my pc spec is low or what? my pc spec is core-i5, 6 GB ram with built in graphics card intel hd 4600.

does it happen with all the files you open or is it just for this one? What are your Viewport Shading settings?

it happens for all the files.


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Cancel Blender Looking for Missing Textures
I have downloaded a blend file from the internet I hope to use in a personal project, everything is pink in the rendered scene (missing textures).
I do not care for the textures, and I do not want to find them, I just want to get rid of the pink (I already have materials I can use). How do I tell blender to stop looking for the damn missing files?
All other searches have led to "just find the missing files", yes I know how to do that, I DO NOT WANT TO DO THAT. I just want to forget about textures, and use the materials.

Hello :). Well, simply remove the image texture node from your material. Or am I missing something?

Hi there, thank you for your answer. In the materials tab there is no link to any texture nodes, am I missing something? How would I go about removing the textures (the texture tab is empty).

You need to click the box that says image texture and just get rid of it. It's easier to do in the shader editor window.

Hey :). If you're not using any image textures, the problem might be somewhere else. Pink color is a general "something failed here" color, it doesn't have to be missing textures.

Hello, thank you for your responses, I have fixed the problem by unchecking the "use shade nodes to render the world button in the world settings" I've never messed with that before, didn't know it could cause so much trouble.

Ooooooh, you were missing the HDRI texture, yeah that would definitely make everything everywhere pink

Thank you guys, the problem is now solved. How do I mark this as solved?...

I think there should be a big checkmark button or something. Maybe on the answer.

I need to wait two days before I can accept my own answer, thanks guys!

Thank you for your responses, even though the textures on materials were not missing, the world texture (HDRI texture) was found to be missing.
In this case, just go to the world settings and deselect use nodes, of course you can use another one from there if you have it.
Leaving this here in case anyone has the same issue and can't figure out why.


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How can i change the size of this cone? Can I make a lattice to the exact shape of my object?

I have this cone with the sizes of 70x40x140mm and I want to turn it into 60x40x140mm, without ruining the decoration on them. I tried a few things and up until now, lattices seem to be the best idea. Can I make a lattice to the exact size and shape of the cone? If not I'm open to any suggestions. Please help.

so it looks like you've tried with a lattice, what does it give and what problem are you meeting?

Maybe missing the point, but a new cone like this one can be made in 5 or 6 moves?

If you want a linear interpolation for the objects under the influence of the lattice, you need to change the interpolation mode in the lattice data properties

The trouble is, with any  linear scale the knurling would get shallower, proportionately?

@moonboots so, I tried to make the top face larger, but I can not control with mm precision how large to make it, I need it to be an exact size. I tried to use measureit while enlarging the face but the segment measurement won't "grow" together with the object. I'm a beginner, maybe I can not use the modifiers correctly yet, I'm open to any suggestuins

@Robin Betts You are not missing the point at all, I was looking for a faster option. I'm a beginner so I don't know that much about blender.

@Gorgious I see, I speak 3 languages, but not this one. I will look into this, I have a lot to learn, thank you.

@ Robin Betts well, I have not observed this on my object, but I will follow your first comment and redo the cone in the size I need it. Thank you


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Cut a part of two mesh intersection
i tryed and googled for hours but couldn't find a solution that works.
I want to remove the gold part as sown below, the gold mesh and the pink ones are different object
mesh 1

mesh 2

remove the intersection (red signed)

thanks a lot for the help!

You could join the 2 objects into one, select the hat mesh in Edit mode, go into the Face panel > Intersect (Knife):

Separate the hat with P, select the edge loop the intersect operation has created, press VEnter to rip:

Remove this part:

i don't know why you use knife if you have laser eyes....♂

@Chris Yet you know I lost all my superpowers because of your kryptonite  :((

not all...i saw your cup of coffee...that was pretty nice!!

Well, actually, Loïs brought me this coffee

yes, but you brought the LIGHT ;)

oh, no, God created the light, I can just move it

That’s not correct. Press Shift-A -> Light. And watch yourself creating light - out of nowhere.

wow, now the question is, did Ton Roosendaal create God

Yes…or…is he….?


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ACES color wheel in blender
Hello is there somebody who uses ACES in blender? I have few questions. First one, how to change color wheel's color space to aces, because default color wheel goes crazy with Aces and i have found in blender documentation, there is something called "rules" and one of the is "color_picker" and i have no idea how to use this rule in order to fix this wheel. https://docs.blender.org/.../render/color_management.html
Second question is more sophisticated, about blender's color space transforms in aces, but maybe later with this one, if someone who uses Aces will come forward.

Use Utility - sRGB - Texture instead of Output - sRGB can give you a "traditional" look colorwheel.
The RGB numbers displayed in the colorwheel are always in scene linear color space. In ACES workflow, the scene linear space should be ACEScg. (1,0,0) means a pure red in AP1 color space.
However, the color displayed in colorwheel UI uses the color_picking color space.
Hope my sample config file helps.


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Wireframe Automatic Activation
Is there a way to automatically activate the Wireframe whenever I switch from Object to Edit mode? That would make the workflow faster and less confusing.
Thank you

but if you click in once and change back...it is in that mode. So only do it once when start working!? or do you open a new file, make a few clicks and open the next file?

No, but it's just a single key press (SHIFT-Z) to toggle between the two.

What should happen when you switch back from Edit to Object mode? The switching of the shading type to wireframe can be done by scripting. But you probably want to save the previous shading type for Object mode? Feel free to edit your question to give more context and have a look here https://blender.stackexchange.com/questions/151138/want-to-run-two-scripts-when-i-change-to-edit-mode and here https://blender.stackexchange.com/questions/221696/store-viewport-display-color-and-toggle-shading-type


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Yellow Dot Appeared During Modelling, Advice Please?
I was following the Polygon Runway Temple tutorial then this yellow dot appeared, ive googled it but as I dont know what its called i have not found an answer, can anyone tell me what it is and how to remove it please? I am pretty sure it wasn't there when I began.
Thanks.

You have selected an extrude tool:
Press T to select different tool:

Thank you! I appreciate it.

@IntendedConfusion  Please do not add a comment on your question or on an answer to say "Thank you". Comments are meant for requesting clarification, leaving constructive criticism, or adding relevant but minor additional information – not for socializing. If you want to say "thank you," vote on or accept that person's answer, or simply pay it forward by providing a great answer to someone else's question. https://blender.stackexchange.com/help/someone-answers


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blender 3.0 "Snap to" and "propotional editing" icons gone

I installed blender3.0 and all items used to be in the top center are gone

Try reloading factory defaults.

You seem to be using an addon that messes up with the interface. Try disabling it.


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What is the best way to make the ripped part looks like a cloth texture?
Video reference: https://cloudmails-my.sharepoint.com/:v:/g/personal/tp053611_mail_apu_edu_my/EXNCEcZLKXJGkUmnUuM_0JABbdoeQBLT68Oi7_UDiMWlbA?nav=eyJyZWZlcnJhbEluZm8iOnsicmVmZXJyYWxBcHAiOiJPbmVEcml2ZUZvckJ1c2luZXNzIiwicmVmZXJyYWxBcHBQbGF0Zm9ybSI6IldlYiIsInJlZmVycmFsTW9kZSI6InZpZXciLCJyZWZlcnJhbFZpZXciOiJNeUZpbGVzTGlua0NvcHkifX0&e=aeIlly
I tried extrude, bevel and sculpt with cloth brush but doesn't get the effect I want

Hi Lucci, the video reference is fine, but it tells us what  only you don't want, and the post is entirely dependent on it. This would be a great deal easier for us to help you with, if you somehow indicate what you do want .. a reference or sketch. Can you also tell us whether, at any stage, the tearing itself, or the resulting rags, have to be animated? I think that would make a big difference.

If the link breaks, no one will know what the question is about, and it will be completely useless for other readers looking for an answer in the future. Add a screenshot and a brief description of what you have tried, what you want, and what doesn't work.

Maybe create a black image texture that you project onto the surface and use a ripped fabric material as stencil texture to paint over:

Then use the image as factor between your 2 shaders (costume and skin):


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Used to be able to ALT click to select bone but it seemed to turned off (I never change any setting)
Video reference: https://cloudmails-my.sharepoint.com/:v:/g/personal/tp053611_mail_apu_edu_my/EUGJ5QR3jRpDvwUKUN7yY08BkuCVWl4Bbe4VcDRodZoY8A?nav=eyJyZWZlcnJhbEluZm8iOnsicmVmZXJyYWxBcHAiOiJPbmVEcml2ZUZvckJ1c2luZXNzIiwicmVmZXJyYWxBcHBQbGF0Zm9ybSI6IldlYiIsInJlZmVycmFsTW9kZSI6InZpZXciLCJyZWZlcnJhbFZpZXciOiJNeUZpbGVzTGlua0NvcHkifX0&e=gKr33E
Is there any solution?

Once you've parented, select the armature in Object mode, shift select the body, switch to Weight Paint mode, Ctrl left click on the bone you want?

In Blender 4.0 some keys for weight painting have been changed.

Select the bone —  Alt  or  Ctrl + Shift
Add a bone to selection —  Shift + Alt
smooth the weights —  Shift
paint with opposite color —  Ctrl

There is a video that explains it, it's 1 minute long.


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Is there a way to join all the mesh created by "Cell Fracture" add-on?

I want to keyframe the visibility of the meshes, it is easier to do it if it is joined as 1 object.

yes you can, but are you sure, you want that? the would move "as one" if they are joined. So no more "explosion"...

Does this answer your question? Animate disable in renders property


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Why the Bridge Edge Loop doesn’t work on these 2 edges?

I can’t seemed to create a face between these 2 orange highlighted edges? Can anyone explain to me why?

Hello please share your file

@moonboots the problem is that I forgot to Ctrl J before I Bridge edging it, and it is solved, but thanks alot for asking


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The texture gone wrong after I applied "All transform"
I applied "All transform" to the right one, can anyone explain to me about this scenario?

Sure, if you create a shader which uses Texture Coordinates based on the object's location, rotation and scale (and they were not 0/0/0, 0°/0°/0° and 1/1/1 before), then everything gets messed up due to the new coordinates.


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I can’t turn square face into rounded edge

The first pic is the front face of a cola bottle I modeled and the second one I modeled it with a flat plane then extrude it and mirror. The result is really bad, and I got no idea how to fix it.

What you need to do is delete one half of your object on the x-axis so you only have half of the"outline" of the bottle, then add a screw modifier.


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Selection with Shift_RMB
I'm new in Blender 3.0, but I used to work with 2.7 a lot.
I try to select a couple of objects in object mode with shift and right mouse button. When first object is selected and I want to select next one with pressed shift and clicking RMB always blender select object far behind that one I wanted. Not this one which is closest and visible but covered object behind. I hope you get what I mean. Is it any chance to change the order of selecting objects?
Thanks.

Difficult to say without seeing an image, but you should be able to select objects in sequence by clicking again. Each click should select the next object "down the stack".

It is as You say, but clicking a lot to select object through the stack is annoying. Right now I'm modelling interior of the car, and if I want to select some part of interior like steering wheel, then blender highlights some part of car body which is behing wheel. Its unintuitive.
image:
https://imgupload.pl/zdjecie/SwleJ

You could always select the object closer to you and then hit H to hide it first. Then ALT-H to unhide it again when you've finished.

Yeah, I know, but when You work for a few hours with project, you want to do things as fast and simple as it possible. Hiding and unhide looks like adding a few unnecessary steps. But thank You for giving me ideas :)


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Why does the icing and donut get stuck to each other although they are different objects?
I'm new at Blender and was incredibly happy to finish a beautiful donut animation this morning.
However, after that I planned to make a new one to repeat what I learned, and I have been stuck 6h adding the icing... Each time I've made some shape to the donut (with the proportional editing and the shrink fatten tool) and duplicate part of the donut to make the icing (https://youtu.be/7wKnPclzYY8?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD&t=157) both layers get stuck in each other. If I don't give it any shape before (so only duplicate the upper part of the donut without making any bumps on it before) it works fine and the donut and the icing stay as separate pieces.
I uploaded my file here in case someone would be able to help me... https://we.tl/t-1xzTo17hNW.  Really don't understand, when I made the first donut I managed, but now I've tried at least 15 times so guess it's some setting I've messed up?

Your 2 objects move together because you haven't disabled the Poportional Editing, is it what you're talking about?

I agree with moonboots - it's less likely you "messed up some setting", and more likely you simply forgot to turn proportional editing off after using it to make the "bumps". Remember - it works (will still be on) in Object mode too. Don't worry - it's messed with all our heads at some point - especially in those times when the (blue) influence circle becomes larger than the viewport.


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How to I create a dynamic disco floor shader?
(I'm quite new to complex shading in Blender, so I might be missing something obvious)
I'm trying to make a dynamic shader that replicates a disco floor - flashing squares that light up in a checkerboard pattern, and I've got this far:

I'm using an offset Voronoi texture for random colour, a checkerboard to define the groups of squares, a #frame value to control the speed of the flashing, and some maths to define whether to show a glossy or emission for each square. However, it only creates a flashing Vorinoi texture, and completely ignores the checkerboard.
How do I correct this? Thanks for any help
(This shader could be used for a shape with curved faces, so generating individual squares wont do, like this Reddit post suggests)
BTW, please ignore the uncalibrated scale option

Perhaps a helpful YT tutorial How to make a Disco Floor in Blender

it would be helpful if you show us how it should look like...

Remove the division of the red value by 255 behind the checker texture.
The red value will be between 0 and 1. If you divide it by 255 it will be about 0.004 at the white squares and 0 at the black ones. Thus the checker texture will be eliminated by the modulo that follows later.
You could even remove the Separate RGB node and connect the Fac output of the Checker Texture directly with the Add node.


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Is there any way to add geometry to an object according to the "outline" of texture?
This is probably wishful thinking, but is it possible to add extra vertices to follow the texture of the object, without adding them manually with Knife or something similar?
For example, this Mario mushroom's geometry doesn't "outline" the white circles on the texture

I couldn't find an addon that does this

I don't think there is a way. In deep history of 2.49, there was a great script of Pildanovak (Fracture) and one of the feature was image used to split object onto a parts according image lines.
Current Blender has only feature for Images added as Empty object. Search for Trace Image to Grease Pencil ... but as you can see works only for a Plane.
In this specific situation you can probably add a Cube. Join with your mesh. In Edit mode select Cube and search for Intersect operator  which cuts Sphere (add edges) in place of Cube faces intersects ...

... Delete Cube.

Note ... I don't think you would be happy with result in any case (even it will work as you asked for) ... topology would be very bad.


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How do I add (a chrome) texture without a 2D image? "TxDiffuse missing" error
I'm importing multiple identical linked objects into a game asset.  I want the objects chrome.  I found this thread on "making a chrome texture in eevee:" How to make a chrome texture in eevee?
Following the thread, I created a new material called "chrome" and used the settings as indicated.  I used the shader tab to create the node layout as pictured in the thread.  The objects appear chrome-like.
I did not UV unwrap the (parent) object as I'm happy with the chrome appearance on the objects.  I wouldn't know where/how to unwrap the object UV islands as I don't have an 2D image, just the chrome appearance generated by "chrome" settings as indicated.
When I import this modified asset into the game dev editor it shows the new material "chrome", but it gives an error message "TxDiffuse is null", i.e. that the material has no assigned texture.
I'm very new to this and clearly don't yet understand materials versus shaders versus textures.
Thank you for your help.

If you're exporting your material outside of Blender, the node setup you used to create the material will no longer work. It's like the node setup is a dynamic material and to export it you need to save a still version of it (i.e. bake it).
There's a really good explanation of how to do that here: How do I bake a texture using Cycles bake
In essence, you choose a look you like and create a texture (a still image) for the object's surface. When you export that object into whatever other program you're using, you apply that texture (image) as its material, and you get the same look you had when you baked the material. The UV map is what is used to assign the right parts of the texture you made to the right parts of the object. Of course, that means the material isn't dynamic anymore, so you can either deal with that or combine the texture with whatever builtin material editor the program you're using has.
For a metallic material that has a lot of reflection going on, a baked texture probably isn't the best choice, so its better to use built-in tools in whatver program you're exporting to.

Thanks, that starts to turn on a light for me.  The explanation says:
"Add a texture node to the objects material(s) and select the new image. If there are more than 1 material repeat this for each one of them (easier to copy that Image Texture node and paste it into all materials)."
Are you able to articulate and explain that process - of "adding a texture node to the object's material" - more clearly?  And if I "add a texture node to the object's material", won't that change the appearance of the material?

By "add a texture node" it just means you should create an image texture node with the new texture and leave it in the material nodespace without connecting it to anything. Since it's not connected to anything it won't change the material's appearance.Blender will use that texture node as directions for where to save the baked material texture.


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Identify objects without assigned material
Is there a method, e.g., python script or add-on, to identify objects and/or mesh that do not have an assigned material?  Something that works with > 2.9.  There are old scripts on the internet, e.g., 2.8, but they don't work with latest blender.

import bpy

for object in bpy.data.objects:
    if object.type == 'MESH':
        found = False
        if object.material_slots:
            for slot in object.material_slots:
                if slot.material:
                    found = True
                    break
        if not found:
            print(object.name)

This script will print the name of any object that is a mesh but has no materials assigned.  It should work for any version of Blender since 2.8.  You can replace the print with whatever you want to do with the objects, of course.
If an object has no material_slots then obviously it has no assigned materials.  But, as pointed out in a comment, it could have material_slots and they could all be empty. So we look for the first material slot that has a material assigned.

This will identify an object with no material slots.  I want to identify an object whose mesh, or just a portion of its mesh, does not have an assigned material, even if there are material slots assigned.

@GLap  I've added the loop for checking existing material slots.


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Apply image texture to very long object
I need to apply an image texture of an Armco barrier (guardrail) to a very long, flat-plane  object in blender model.
I don't know how to unwrap such a long object on to an image texture.  The image texture is perhaps 5 feet but the Armco is, e.g., 500 feet.  I believe there is a way to have a texture image repeat along the object but I can't figure out how to execute this.  I only understand the very basics of UV unwrap, materials and textures so detailed explanation would be most appreciated
Thank you.

https://blender.stackexchange.com/questions/78358/how-to-straighten-curved-uvs-into-straight-belt/ https://blender.stackexchange.com/questions/74041/how-to-perfectly-align-uv-coordinates-automatically

When UV unwrapping, space outside the 0,1 range is mapped back onto the texture as if with a modulo operator.
To help with the visualization you can check view->Repeat Image

Thank you for your reply.  I don't understand "outside the 0,1 range".  When I unwrap the guardrail, which is much longer than the image texture, where should the long UV map be placed relative to the not-so-long image texture?

You can scale your UVs outside of the default square area. These UV coordinates are expressed between 0 and 1, as left/bottom side of the square for 0 and right/top side for 1.
Did you enable Repeat Image ?


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Plane is rotating as it's arrayed on curve
I am trying to array a rectangular plane along a curve, end-to-end, lengthwise.  In the first photo you can see how the plane is oriented to the curve.  When I add the array and curve modifiers, while the plane is arrayed along the curve, it is being rotated about -45 degrees, i.e. not end to end and therefore not a continuous mesh.  Any help appreciated.

Don't rotate your plane, keep it aligned with the global axis, it's the curve that will orientate it as it is supposed to. If it still doesn't work, please share your file: https://pasteall.org/blend/

Hello moonbots; thank you for that.  It extrudes along the curve now.


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Script to reorder vertex indices
I need to reorder vertex indices on an object.  I suspect a python script is required but writing python is beyond me.  The object is a "roadway", five vertices wide and thousands of five-vertex rows in length (see image).  I want to reorder vertex index with "0" at first vertex on right, "1" - "4" on same row to left, and "5" at right in second row, etc.  I reordered the first four rows using [mesh][sort_elements][reverse] for illustration.
I'm hoping this is straight-forward coding for someone that knows python and Blender, and i'd be extremely grateful for the help.  I used to love writing code but Fortran 77 is not helpful here!

You need an object with identical geometry, although not necessarily same shape, which has the desired vertex indices.  In my case I was able to create one by cleaning up a  few vertex indices using [mesh] [sort elements] on a different object.  Then, use this nifty add-on that allows one to copy and paste vertex indices from one object to another. https://bartoszstyperek.gumroad.com/l/copy_verts_ids


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Is it possible to deform a curve according to a cloth?
For example, take this red cloth that's been hooked by the empty's. There's a green curve with geometry right on top of it.

Is there any way for the curve to deform according to the cloth, when the empties are moved? I'm trying to create an embroidery effect
If not, is there some sort of workaround for this?
As an extra question, could I move an objects in relation to a vertex on the cloth, like a button being sewn on?
Thanks for any help

For your second question, you can parent an object to 3 vertices of your cloth: Select your button, shift select your cloth, switch to Edit mode, select 3 vertices and press Ctrl P > Make Vertex Parent. As for the curve it will be easier to deform if it's a mesh I guess

Thanks for answering! I don't need to keep the curve as a curve, so how would I deform it if it was converted into a mesh according to how the cloth is deformed?

You can use the Shrinkwrap modifier either on a curve or on a mesh object.

The Shrinkwrap modifier only works with the original mesh, not with the mesh that is deformed by the Cloth modifier. For this purpose you need the Surface Deform modifier (which requires a mesh).


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Got a low solve error, but 3d markers are not aligned to the 2d track points in the footage?, not even close?
So I'm trying to track a vertical video shot on my phone, with image sequence. Successfully tracked it with 10 track points, and checked each point manually and they're visually perfect or atleast good in my view. Then, solved it with putting in my own A and B keyframes and checked everything under refine. Also typed in the sensor width of my cam. And I got a solve error 0.49px.

Then I clicked the Setup Tracking Scene button and it created the scene in 3d viewport. But the 3d track points(which looks like empty) are not aligned to the track points of my footage.

I tried solving it again and the solve error was same. But the 3d markers wasn't changing. The 3d markers were moving so different from the track points when I played the footage in motion tracking window.

Please help me!

I was having the same problem in Blender 3.3 LTS version and I found out the reason. Blender doesn't do well with vertical videos for some reason.
I just put black bars on either side of it to make it 16:9 and it works like a charm.

Don't put bars on it, just select the 3D camera and under the data tab>Camera Change the Sensor Fit from Auto to Horizontal.

Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One liners and short tips rarely make for a good answer. If you can, [edit] your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?, otherwise it may be converted to a comment.

Refining the optical center, focal length and radial distortion can sometimes do that. So try solving without some of those and figure out which one is causing the issue.


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How to create a 2D plane with arbitrary shape?
I am trying to 2D mesh of a logo (specifically this). I want to make this into a 2D mesh that I could extrude into a 3D mesh later.
I have tried two approaches for this:

I added a bezier curve, deleted it in edit mode and then drew edges of the image by extruding the points. I then convert the curve into a mesh. The issue I face here is that there are too many vertices in the generated image, making it difficult for me to fill the mesh.

Using a plane, I positioned it on one end of the image and then extruded and scaled the edges to fit the image. The issue here is that by this approach, the curves are not as smooth as I would like. Not to mention that extruding and scaling edges is somewhat tedious.

So, I want to know if there is another (possibly easier) way to do this?
I am new to Blender, so apologies if this has been answered before but I was not sure what to search.

See if this video helps.

"I added a bezier curve, then convert the curve into a mesh. The issue I face here is that there are too many vertices in the generated image, making it difficult for me to fill the mesh." You are struggling with a self imposed issue. Why did you convert to mesh? You had a easily fillable bezier curve then intentionally converted into a mesh that can't be filled

The reason for that was that I was unable to close the Bezier curve into a loop (I am really a noob, sorry about that). So I converted into a mesh and extruded one end and snapped it to the start of the curve.

@JohnEason Wow, the method in the video is pretty straightforward. Though I am curious how did the curves get filled after importing the SVG?

It does work well if you experiment a bit. Create the SVG with a single colour then import into Blender and delete the material so that it's not black. Then convert it to a mesh and, as @Moonboots suggests, select all in Edit mode and X > Limited Dissolve. Setting the Max Angle in the bottom left dialog to around 1.2degrees seems to give the best result for your image.

You can simplfy your mesh with X > Limited Dissolve. That said you can convert your bitmap image to mesh:

import it as Image > Reference
in the header menu > Object > Convert > Trace Image to Grease Pencil
Select the new object it creates (the black one) and right click > Convert to > Bezier Curve
Select the new object it creates (the hollow one) and right click > Convert to > Mesh
Go in Edit mode, select all and X > Limited Dissolve in order to simplify the mesh, set the good value in the Operator box on the bottom left of your 3D view
Fill with F


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Smoothing rough curved faces while maintaining sharp edges
I have made a model as given here:
I see in this render the individual faces that make up the curved parts are distinctly visible. I need to make the curved faces of the model smooth so that the individual faces do not appear. Is there any way to make it so? I tried smooth shading, but that makes the sharp edges smooth as well.
I am new to Blender.

It's a two step process, first you have to turn on smooth shading, then turn on "Auto Smooth" (highlighted in green) in the Normals tab. Basically, any edge which connects two faces that are less than 30º from each other will smooth them out, otherwise it'll stay flat shaded. You can also change it depending on your needs

@Desmond27 Just elaborate the answer: Auto Smooth works only on a smooth shading. Apply smooth shading as you did it before, but then turn on this setting.

I noticed that when I use smooth shading, the sharp edges get rounded as well. Is there any way to avoid that?

@Desmond27 Did you do what's written in the answer where you are commenting below? Usually that's what Auto Smooth does, keeping the sharp edges.

My bad. I'll try this out and reply.

Yes, that solved the issue. I have set the angle to 90 degrees. Marking answer as accepted. Thanks everyone.


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Object shown in different places between mods

It's normal in object mode but in edit mode this is what happens to floor object.

This is object mode view.
.....

 I got it guys midlevel should be 0

You have a Displace modifier, it changes the position of the vertices when you're in Object mode, and the vertices come back to their original position when you're in Edit mode. Check your Displace modifier settings if you want the vertices to stay at about the same Z position.


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How to Create New Mesh From Animation Frame?
How to create new mesh from animation frame?
I've got an object that is deformed by an armature and I want to make a copy of the deformed mesh at a specific frame.

The process is deceptively easy.

Duplicate the mesh.
Go to the frame you want.
Apply your modifiers, the Armature modifier is the most important one in this instance.

Congratulations, you now have a static deformed mesh at the frame of your choosing.

Hi, thanks for the post. Answering your own question is possible and even encouraged, as long as it done respecting the site structure. Maybe add a short description of the steps accompanied by a few images illustrating the workflow and final results. See How do I write a good answer?


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How to properly use specular pbr textures in blender?
It seems like there are two types of pbr textures out there

metalness workflow (works great in principled shader) - Inaccurate
Specular workflow (it seams that there is a shader in Blender only for EEVEE which not working accurate) - Accurate

My plan is to use Blender to create high quality 3d renderings with my Specular textures but didn't find any accurate way to do that.
Please consider the question How to plug specular map into Principled Shader? isn't similar to this question at all since that question is completely different and it asked for how to connect specular map to Principled Shader and it is definitely not related to this question at all .

Im really begging anyone who can help , no this wasn't the answer neither , i want a node setup to properly represent specular workflow even if i need to pay for that .

This tutorial is old and doesn't talk about the Principled shader node but if you really want to understand a specular workflow, you should follow it.

@MartyFouts I watched the whole tutorial , although it helped me alot but it wasn't the actual answer , that was all about Fresnel node actually not my question

@Crantisz sir you didn't read the question i guess , please don't suggest that post continuously  it isn't relative

Please consider the question in this forum "How to plug specular map into Principled Shader?" isn't similar to this question at all since that question is completely different and it asked for how to connect specular map to Principled Shader and it is definitely not related to this question at all .

So finally , i came up with my very own solution that the video @MartyFouts commented under the question actually helped me alot , the only difference in this workflow from metalness is that you should search and find true ior for each material that you have and also tweak some settings .

enter image description here

Comments are not for extended discussion; this conversation has been moved to chat.

There is one and only one way of doing that correctly when using the Principled BSDF.
First of all what you should never do is to plug your specular map into the specular input of the Principled BSDF. For reference the original paper: https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf
The specular input is a very poorly named input which if the material is dielectric actually controls the base index of reflection, which means that the specular actually represents the same physical value as the IOR(which however only affects transimission) at the bottom of the shader with the conversion specular = ([ior - 1]/[ior + 1)]^2 / 0.08.
So for example a specular value of 0.5 will map to an IOR of 1.5.
If the material is metallic also controls the fresnel, (I couldn't find how Principled uses the specular input in the case of metals so please let me know if you find where it is documented), but in the case of metals as long as you don't set specular to 0.0 doesn't produce a significant difference when tweaking it.
So what is the correct way to do it?
The correct way to do it is to convert your specular workflow diffuse and specular maps to the proper metalness workflow maps, before plugging it into the appropriate inputs of the Principled BSDF.
How do you do it?
The first step is to separate create a metallic map from you specular map. If your maps are PBR then there should be a huge difference of the RGB values between the dielectric (usually values ~0.04-0.08) and metallic parts (usually values >0.4) SO to create the metallic map just use a math node set to greater than 0.4. Plug that into the metallic input of the Principled BSDF.
Now we have to make the albedo map from the specular workflow diffuse map, your specular map and the metallic map we just created. For that use a mixRGB node set to mix and use the metallic map as the mix factor. Then plug the diffuse in color 1 and specular maps into color2. If your result is completely black switch your inputs. Now plug that into the base map.
The roughness map and normal maps can be used as normal.
If you have a glossy map just invert the map and you're good to go.
At this point you're pretty much done but you may notice that you can't directly control the reflectance of the dielectric parts, which is the main drawback of the metalness workflow.
However in Blender you can!
Now remember the specular input from before? As it turns out you can actually use it to drive the specular reflectance of the dielectric parts. Doing so however is anything but easy...
First you need to know that your specular map stores what's called F(0) reflectance values. These values can be converted to IOR values, which then can be converted to the specular values Blender's Principled BSDF expects.
The equation governing F(0) and IOR is F(0)=([IOR1-IOR2]/[IOR1+IOR2])^2. In Blender IOR1 is always the IOR of air(1.00023), which is approximated to 1.0 , so we can simplify that equation to F(0)=([1-IOR2]/[1+IOR2])^2. Using basic algebra and the quadratic equation we get the identity IOR=(F(0)-1+2*sqrt[F(0)])/(1-F(0)).
We can now calculate the specular value using the above mentioned equation specular = ([ior - 1]/[ior + 1)]^2 / 0.08.
Edit: The above described mathematics are correct however I noticed, that when you multiply specular by 0.08 the right sites of both equations are equal, so we get the identity F(0)=0.08*specular.
You can implement these equations using math nodes.
As the final step use the metallic map you made previously and use another mixRGB node. Plug the metallic map into factor, the value from the math nodes into color1 and put a value of 0.5 into every RGB channel in color2.
Congrats you're done!
To demonstrate everything:
First of all credits to https://www.poliigon.com/texture/metal-spotty-discoloration-001/3225 for providing the free textures.
Metalness workflow:
Albedo map:

Metalness map:

Final render:

Node tree:

Specular workflow:
Diffuse map:

Specular map:

The metalness computed from the node tree:

Final render:

Node tree:

What you may notice is that the final render of the metalness and specular workflows are really... similar.
This is because although the specular workflow gives you more control over the IOR value sof dielectric parts as, the F(0) value is usually between 0.04 to 0.08 you usually won't notice that much of a difference.
What about aliasing? Well I used 4K textures so there is no aliasing with either the specular or metalness workflows. It is true however that with lower resolution textures the metalness workflow shows more significant aliasing that specular one's which is also one of the greatest drawbacks of the metalness workflow.
But if you look very very closely you may notice some aliasing at the borders between metallic and dieletric parts, why is that?
As you can see in my node tree I used a value of 0.2 in my greater than node which is the condition to determine whether or not a material is dielectric or metal. Remember how I said that dielectrics have F(0) values ranging between 0.04 and 0.08 and metals have F(0) values ranging between 0.6 and 1?
So there should be kind of a forbidden zone between 0.08 and 0.6, which are values usually only semiconductors have. However this is only true for the physical properties of materials. When taking a picture we only have a finite resolution, that is a pixel is actually going to cover a whole area of the material. In this area there may be both dieletrics and metals. The F(0) values of the pixel is usually just the average value of these two components weighted by the area of the pixel they cover, which means that even in physically "correct" images we may get values in the forbidden zone. That means finding out what pixel is metal or not is actually always fiddly and sometimes even impossible. You can of course adjust the value in the greater node to have the least aliasing visible.
This issue with the finite resolution of the camera is also why metalness maps have values between 0 and 1. Since the Principled BSDF just lerps between (mixes) two different shaders; one for dielectrics and one for metals, a value of 0.3 doesn't mean that a material somehow something exotic that is neither a metal nor a dielectric. It also doesn't mean that the material is a semiconductor, in fact almost all CG software including Blender ignore the existance of semiconductors.
It actually just means that a pixel is covering 30% metal and 70% dielectric.
Due to the slight discrepancy between the pixels we compute as metalic and the actual metallic values we get aliasing at the borders.
But there is a way to reduce that aliasing drastically! If you have the corresponding metalness map to a set of specular maps you can actually use that instead of computing the metalness, but don't expect the aliasing to go away completely.

Comments are not for extended discussion; this conversation has been moved to chat.


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Modelling a couch cushion with complex seams
i need your expertise, as I'am struggling with a workflow for creating this pattern on the upper side of the cushion. I followed some tutorials for chesterfield sofas, however the workflow won't apply perfectly to my demand.
Here are some more images: https://www.boconcept.com/de-de/clp/osaka-sofa
Thankful for every advice.
Marco

thanks for your input.
By using the cloth simulation I faced some difficulties to make the edges harder. I used the subsurface modifier instead to create the shape of the seat cushion and used the bevel tool to create the sharp edges.
The result looked like this, however, I still need to add more detail and work on the texture for a more realistic render.

1-

2-

3-bevel the middle loops

4-Hit [ctrl -] and shift H to isolate the middle loops

5-press alt S and shrink the selected edges a bit, then select the center vertex and move it down with proportional editing

6-select these vertices and move them up

7-add subd modifier and finalize your mesh

You could use a cloth simulation and a pin group:

I pinned 4 corner + 1 crossing vertices with 100% weight (1), and lines joining them with 50% weight. High Pressure and additional Subdivision Surface.

+1 Great solution! Only that you needed 5 crossing vertices set to 1, because in real cushions there have to be buttons at each end of a line otherwise the line would not be there correctly.

@GordonBrinkmann so the simulation is wrong? :P

Yes sure, because real cushions have no 50% weight on the lines ;) The problem with your version vs. a real cushion is: how you get the lines from the center to the sides if you have no buttons (in this scenario weight = 100%) there? Why do they not simply go the corners? And why do they stop at the border when there is no button? Well, I know there are seams to guide those lines, but still those cushions have buttons on each crossing. As I said, great solution - you just forgot some buttons.

@GordonBrinkmann You're right, I was being provocative. As it works currently is that there are rigidly attached points, and points attached with rubbers. Not actually realistic. Without the lines this happens: https://i.imgur.com/goMHQ1x.png


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Geometry nodes not rendering
I'm following this tutorial: https://www.youtube.com/watch?v=R3C34FkF9nw
Everything shows clearly through the viewport, but when I try to render, only the original mesh (a plane) shows. I'm not sure whether I have messed up somewhere in the nodes or there is something wrong with my setup.
Here are my geonodes, as well as the resulting render:

I also noticed my render doesn't show up in Cycles render preview, while it does on Eevee.

as often, share your file: that will help people to find a solution for you. Please use https://blend-exchange.com/.

Thank you very much. I didn't know how to do that. I have uploaded my archive the way you said I should.

You have a 'group output' here:

Remove it and as CDRX said replace the viewer by a group output.

OH MY GOD, THANK YOU SO MUCH! YOU'VE LITERALLY SAVED ME! Thank you so very much. :')

Your very last node is a Viewer, a node that lets you temporary preview the output of your node tree at different points. It's a debugging tool, not an output.
Replace it with a Group Output and it'll work.

Hi, CDRX! I already tried that, but it's still not working. :(


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particle system object orientation
I want to scatter leaves on terrain using a particle system.  The leaf-object is a plane whose surface is parallel with the terrain.  My assumption was that the scattered leaves would therefore "lay flat" on the terrain.  But they don't, rather they are turned 90 degrees on edge, i.e. standing vertical.  They are half-above and half-below the terrain, which is consistent with origin at center of plane.  I've tried rotating the source object X, Y and Z each by 90%, but that doesn't solve it.
Note that origin of source object is centered on the plane, but slightly below in z-axis to allow for small rotation from the "normal" emission axis.

have you tried to rotate the particle object in Edit mode?

I have not tried rotating in edit mode; only object mode.  Is that my issue?

https://blender.stackexchange.com/a/214225/110840 https://blender.stackexchange.com/a/241663/110840

Yes, rotating the mesh in edit mode solved the issue.  I feel dumb for this rookie error.

Rotate your particle object in Edit mode or enable its Object Rotation option if you want the particle system to take into account the object rotation in Object mode:


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3D scan gives a flat mesh, how do I create a solid from this?
I just 3d-scanned part of my front bumper and after a bit of cleanup this is the result. This is just a flat mesh and thus it's difficult to use in Fusion 360 so my thought was to use Blender to turn it into a solid but I am unsure how to do this. An idea I've had is to somehow cut this shape out of a cube, could this be done and if so, how?

solidify modifier?

@Chris Sadly doesn't work at all, provides veeery glitchy results

Try selecting all in edit mode (face select mode), right click and select "extrude faces along normals". You can move your mouse to change the extrusion direction/depth or you can input a (positive or negative) numeral distance value. If this gives wonky results, you may want to turn on face orientation in overlays to make sure your faces are all pointing in the same relative direction.

It looks like it is pre-solidified by the 3D scanner. You may have to delete the back facing side and bordering edges before you can re-solidify.


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Using Python to bake all materials to a texture?
I'll start this off by saying I'm not the most knowledgeable person with Python, or Blender's API. I'm trying to write a script that loops through all the mesh objects in a scene and does the following:

Creates an image designated to be the baked texture for the object
Inserts image texture nodes into every material in that object
Does a Lightmap Pack on the object
Does a Diffuse bake with Color only
After that it saves the baked texture image and an exported fbx of the current object mesh to a given file path

Here's what I have so far:
import bpy

scene = bpy.context.scene

# deselect all to make sure select one at a time
bpy.ops.object.select_all(action='DESELECT')

for obj in scene.objects:

    if (obj.type == 'MESH'):
        imageName = "Texture" #Just a filler name for now
        img = bpy.data.images.new(imageName,1024,1024)

        for m in obj.data.materials:
            m.use_nodes = True
            nodes = m.node_tree.nodes

            # Add a image texture node and set its location:
            tex = nodes.new("ShaderNodeTexImage")
            tex.location = (100,100)
            tex.image = img

        bpy.context.view_layer.objects.active = obj
        obj.select_set(True)
        bpy.ops.object.shade_flat()

        lm =  obj.data.uv_layers.get("LightMap")
        if not lm:
            lm = obj.data.uv_layers.new(name="LightMap")

        lm.active = True
        bpy.ops.object.editmode_toggle()
        bpy.ops.mesh.select_all(action = 'SELECT') # for all faces

        bpy.ops.uv.lightmap_pack(PREF_CONTEXT='SEL_FACES', PREF_PACK_IN_ONE=True, PREF_NEW_UVLAYER=False, PREF_APPLY_IMAGE=False, PREF_IMG_PX_SIZE=1024, PREF_BOX_DIV=12, PREF_MARGIN_DIV=0.24)
        bpy.ops.object.editmode_toggle()
        bpy.context.scene.render.engine = 'CYCLES'
        bpy.ops.object.bake(type='DIFFUSE', pass_filter={'COLOR'}, save_mode='EXTERNAL')

        img.save_render(filepath='C:\\Users\\TestUser\\Desktop\\TestImage.png')

So far I've only been testing it in scenes with 1 object so not how it works for multiple, but it's sort of working. It creates a proper (or at least proper looking) baked texture image from all the materials and properly saves it to the desktop. No exporting the obj as an FBX yet as I haven't been able to figure out the chunk of code for that.
One issue is that the texture map doesn't properly apply to the object, it winds up looking tiled. Here's a photo to show what I mean:

The biggest issue however is that it doesn't seem like UV map is actually being "connected" to the object. I'm not a pro at Blender so I don't know exactly how to word this, but I've manually exported the obj as an FBX before and tried inserting into a game engine, only to have it error telling me the texture couldn't be found.
Very important note is if I do all this manually everything works properly, so my code is definitely off. Here's a reference photo for what the end result is supposed to look like (this is one material with it's base color set to be the baked image texture):

Any help is much appreciated!

Does this answer your question? Bake a texture map with python


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The render's colors are flat and too plasticish next to the 3D viewport, how to fix this?
so I'm struggling for a while to figure out how to have the same color/light management in my render as they are in my 3D shading viewport here is what I'm looking for
and here what I have in my render

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIFs

you can just drag & drop images into the question or CTRL-C/-V

When you're anticipating the render to look like the viewport, consider what means of illumination is being used.  Are there lights in the scene?  Perhaps the viewport is using an HDRI but a different one is being used in the World Environment...?
The checkboxes seen above in the viewport shading settings might also affect the difference between viewport appearance and rendered appearance.  Both checked should use whatever settings the scene has, while un-checking them will override the scene settings.

Thanks, it appears that I had different hdri and my rendering one had bad light disposition for my scene

Excellent.  I'm glad it worked out! Care to check it as an answer?  ; )


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Editing geometry is messing up my UV

I must be missing something very obvious, but after googling around for longer than I'm willing to admit I still can't figure out how to preserve my UV while editing my geometry. In the attached example I show a vertex splitting into 4 in the UV Editor after being moved up in the 3D viewport on Edit Mode.
I need that in order to add shape keys to my model.

Found it. Gotta uncheck 'Correct Face Attributes' in the Toolbar.


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Is there a way to see all the uv islands when uv sync is off?
I'm trying to find out if there is a way to keep all the uv's visible without having to select the entire mesh with sync disabled.
The problem is that I want to be able to select a face or area in the viewport and see the corresponding face in the uv editor without the unselected areas disappearing.
I know I can use L hovering an area in the viewport to display the corresponding area in the uv editor, but that is not what I am looking for
Thx


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How do I animate a curve with a build modifier?

I am trying to replicate what is happening in this gif.  I am using blender 2.81 (in addition to an addon) to import gcode (3d printing instructions) as a mesh.  I am then supposed to convert this mesh into a curve, increase the depth, and add a build modifier.  The problem is that I consistently encounter an error message telling me that I can't add a build modifier to a curve.  I have partially gotten around this by converting the curve back into a mesh.  The issue is that the build animation then comes in somewhat fragmented.

Is there any way to have this animate cleanly, as though it were being 3d printed (or like a cake being iced)?  I am very new to blender.  Any help is very much appreciated :)

if i create a curve and add a build modifier ...it just works. [1]: https://i.sstatic.net/Exa1o.gif did you try that? (without converting to mesh)

and adding a link where you got that gif from....would be helpful

https://github.com/Heinz-Loepmeier/Blender-Gcode-Import/wiki#animation-of-the-print-with-blenders-build-modifier

I just tried it with a bezier curve, with no luck though. I get the error "Transform curve to mesh in order to apply constructive modifiers"

I think I solved the problem. I was running blender 2.81 to get the plugin working.  This problem seems to be corrected in the newest blender iteration


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Bones affecting the mirrored mesh
I'm following a tutorial on how to make an avatar (I'm hoping to use it in vrchat). The mesh avatar is mirrored, and I named the bones with left/right so it should affect them correctly, but in pose mode when I move one arm, the mesh gets moved on the other side as well when I move the right, but when I move the left, nothing happens with the mesh. I am new to blender so detailed answers are appreciated.

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

You see that little X button? Above the XYZ widget at the top right of the 3D viewport? You gotta click that button to toggle mirroring, and it stays solitary to edit and pose mode. If its off in both and you turn it on in one it'll stay off for the other.

@moonboots i attached what i hope is the correct file.

I figured out the problem! When I duplicated the first side to the other and renamed it to flip them, it did not get rid of the ".001" from dupli automatically, and that's what was making the other side go wacky. I'm annoyed how easy of a fix it was.


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my background is becoming pink
heres the issue- the image shown is in rendered mode and in material mode the background IS visible

blender usually shows pink if it is not able to find a texture for the object. are you using an hdri?

no i am using a normal picture since the hdri isnt correctly positioned


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How Would You Put A Transition Into The Blender VIdeo Editor?
I created a transition in Blender. I tested it on OBS to see if it actually works. So, when I put it in the Blender video editor, it isn't transparent.* What should I do to make it transparent in the video editor?
*I am using a different video editor than Blender, but I would like to eventually switch. The same thing happened in the other video editor, it isn't transparent. Also, I am new to Blender, so I almost have no clue what I'm doing. (Even though I have had Blender since November of 2020, I haven't used it since.)

please provide your blend file and show us what you got so far

Welcome to Blender.SE!  Could you please include some more details on the construction of the transition you created in Blender and maybe a screenshot of exactly what isn't working?  It's a little hard to get a solid idea of what your issue is in order to help you without a few more details.

@Chris https://drive.google.com/file/d/1i1H6w2CaA54uTuaqFyGFFOCgYfvb0SaS/view?usp=sharing

do you mean something like this? https://youtu.be/n4p41vcj5u0. if yes, i would make a short tutorial for you. Basically you just add a color and a transform strip and then keyframe the offset and rotate and scale the color/transform.


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Subdivide armature not looking right
I'm playing around with the Animal Crossing 3D models, specifically the cat model. The current model has 1 bone for the ear. (Picture 1)

I want to make the ears fold over, so I tried subdiving the bone but I can't seem to get it to look right. The mesh didn't respond when I tried moving the new 2nd bone. (Picture 2)

so I tried going into Object Data Properties to assign the new bone in the Vertex Groups section to the mesh. The mesh now moves with the new bone, but it will detach itself from the head, which is not what I want. I'd like to anchor it to the head, like how the original artist made the model did. Could anyone teach me the right way to do this? (Picture 3)

what do you mean by "it will detach itself from the head"? You need to make sure that the vertices that are assigned to the new vertex group has been removed from the other vertex group

Hi again! As u can see from the 3rd picture, when I move the new bone, the entire ear moves along with it and the causes the ear to separate from the head...... How do I get the ear to anchor in place? I just need the tip of the ear to fold over...

I don't know what happened, but if the new bone make everything move, select all the vertices that are not supposed to move in Edit mode in the 3D view, select the vertex group of the new bone in the Vertex Groups list and click on the Remove button so that all these vertices are removed from this group

Once again... THANK YOU!!! Why didn't I think of that -_-

Because I guess it's not obvious at the beginning  ;)

If the new bone make everything move, select all the vertices that are not supposed to move in Edit mode in the 3D view, select the vertex group of the new bone in the Vertex Groups list and click on the Remove button so that all these vertices are removed from this group.


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How can I join the paper to the hand so it moves with it when I animate the bone
I tried to use join object and also parent the paper to the hand mesh but it didn’t work…
First image-I want it to glue like this:
Second image-Hand moving without paper:

When you parent the paper to the hand, it will follow the hand's origin relative to its location and rotation like every object parented to another does in Object Mode.
The problem here is, the deformation by an armature works below object level, so to say. Which means, the mesh of the hand changes, but the object data like location and rotation remain unaltered.
You can see this in the following example (forgive me my very crude hand model and posing skills). The card is between the fingers but parented to the object, the fingers are animated with bones so the card stays in place while the fingers move, because the origin of the hand does not move. Only when the complete hand is moved by its parent object the armature, then the card moves and rotates with it:

What you would usually do in this case is parent the card to a bone which it should stick to. To do that, in Object Mode first select the card, then Shift + select the armature so that the armature is the active object, then go to Pose Mode, select the bone which should be the parent of the card and press Ctrl+P > Set Parent To > Bone.

Now the card moves with the bone it is parented to:

Another possible way, but this is mostly used if you have no bones to parent an object to for example when you are deforming a mesh with shape keys, is to parent the card to vertices of the hand.
This is done like that: first select the hand in Object Mode, then switch into Edit Mode, select 3 vertices (or more if you want, but at least 3 are needed to calculate the orientation), then hold Ctrl and select the card (while still in Edit Mode). Then press Ctrl+P, there will be no options displayed or any message, but now the card is parented to the 3 vertices.

Note: in this scenario where I place the card on the already deformed hand I have to enable the Edit Mode and On Cage display options in the armature modifier so that the deformed mesh will be shown in Edit Mode.

The end result is almost the same like before with the parenting to the bone, however this is just an example. The card movement could be vastly different since parenting to the bone only moves the card rigid with the bone, while the mesh can be heavily deformed by an armature and therefore the card movement by vertices might visually differ very much from the bone movement. As I said, this is often more useful for shapekeys where there are no bones to parent to, but on the other hand sometimes you want to ensure that a child object follows the deformation correctly and not only the bone itself.


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I copy the mesh with the same material and scale it, the scaled one looks different

The one in red circle is original source, and I scaled the one in yellow circle. How can i fix this issue?

Have you applied the scale to the objects and UV unwrapped them?

yes I did but it seem the texture still looks different

Hello please pack your image and share the file (the 2 objects only)

Adjust your UVs.

@moonboots , I only can upload .blend file, here is the link to the texture: https://polyhaven.com/a/wood_table_001

Your problem is you need to adjust UVs, or use generated coords.
Right now you took a mesh that looks like this.

And then scaled it up only in the 3D viewport side of things.

Scaling it by that same amount in the UV coords fixes the problem.

You can also use Box Projection w/ Object coordinates in the shader to have your texture auto project to your object. Might be useful here, but it also might introduce seams and stuff that you won't have control over. It all depends.

I'm not seeing the same thing if I open your file and load the image textures, anyway the problem I see is that the UVs of the small object are not proportional. See the UVs for the long object, it seems proportional:

While for the small object it doesn't seem proportional, so simply unwrap again, maybe even unwrap both the 2 objects at the same time to keep a coherent proportion of the texture:


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How to unsnap/ detach the pivot point from the 3d cursor
I have tried to search up on this but none of the tutorial I find helps on my situation. The solution I have tried: options in the “Set origin” and options in the “Snap” in the object panel.
Video reference: https://cloudmails-my.sharepoint.com/:v:/g/personal/tp053611_mail_apu_edu_my/EZlcITSuZ-tDiLCIeJeu5WIB-aG415RlPYlEra92ML-9nQ?nav=eyJyZWZlcnJhbEluZm8iOnsicmVmZXJyYWxBcHAiOiJPbmVEcml2ZUZvckJ1c2luZXNzIiwicmVmZXJyYWxBcHBQbGF0Zm9ybSI6IldlYiIsInJlZmVycmFsTW9kZSI6InZpZXciLCJyZWZlcnJhbFZpZXciOiJNeUZpbGVzTGlua0NvcHkifX0&e=xxSgBL

You have the 3D cursor selected in the Transform Pivot Point panel, switch to Median Point: