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Blender python iteration of importing model gets slower
I'm doing a project with python in blender and let me summarize its process.

Import a .pmx file(kind of 3d model)
    start = time.time()
    bpy.ops.mmd_tools.import_model(
        filepath=str(model_path),
        files=[{
            "name":os.path.basename(model_path),
            "name":os.path.basename(model_path)
        }],
        directory=os.path.dirname(model_path),
        types={'MESH', 'ARMATURE', 'MORPHS'},
        scale=0.08,
        log_level='WARNING')
    #This import_model function is from addon.
    print("import time :", time.time() - start)

Analyze and append some data to a global variable 'list[]'

Delete every data(Object, Meshes, Materials, Textures, images, texts and collections), and even Purge_all.
def clean_blender():

for dataset in [bpy.data.objects, bpy.data.meshes,
                bpy.data.materials, bpy.data.textures, bpy.data.images, bpy.data.texts,
                bpy.data.collections]:
    for key, value in dataset.items():
        if key != 'camera' and key != 'light' and value.name != 'Text':
            dataset.remove(value, do_unlink = True)

This clean_blender() deletes every data from my scene, and purge_all() delete all orphan datas.
def purge_all():
    area = bpy.context.area
    old_type = area.type
    area.type = 'OUTLINER'
    bpy.context.space_data.display_mode = 'ORPHAN_DATA'
    bpy.ops.outliner.orphans_purge()
    area.type = old_type

Iterate 1 ~ 3 for every 3d models.

But I figured out that each time for "importing" model gets longer, and I checked it via time.time() by iterating just only one file in While 1:. And the time spent on importing(1 Loop) got longer overtime. I've tried many other options

No 'For loop', iterate manually like import(file_list[0]) import(file_list[0]) import(file_list[0])...
import gc and gc.collect()
modify api and make dummy_view_layer_update() to run view_layer_update() only at the end of my script

However It was all same. But the weird thing is that after I exit my script and get back to blender, everything is deleted successfully. And when re - run script, then the speed gets back as fast as the first time I ran my program and gets slower again.
So my conclusion is that Process 3 - 'Delete every data' works fine after the script exits, but not properly during running(Maybe because blender is blocked while running script?) . It is just a guess, and I can't even figure out what should I do.
Or is it just an innate problem of blender python?
Thanks.

Could try seeing what's at the top of the profile, here's the boilerplate I use.

If all else fails, you could also try read_homefile to get a new file after each import. You'd probably have to move some of your code to run in a handler that runs after the new file is loaded.

@scurest Thanks for your idea, but it seems no problem in profiling. And when I read_homefile, it resets everything including my script, and it stops. Because I have to iterate about 5000 files, I think it isn't a proper solution.

You can try using batch_remove if you have a lot of objects, might speed things a bit. https://docs.blender.org/api/current/bpy.types.BlendData.html#bpy.types.BlendData.batch_remove It take a list of IDs as input Also you might want to explore application timers to delay the execution of next loop for a bit, maybe there is a thread that never has time to finish when deleting things. idk :)


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Problems with normals
I make a post-ussr apartment building with interior and I have some problems with normals. When I import in unity the model, some parts are missing. I recalculated normals inside and outside but it is not work.

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

If recalculation does not work, it means the topology of your model is not good and Blender is not able to decide what is supposed to be inside and what outside of your model. You have two options:

Either you care about the topology of your model and you'll have to correct it (ideally close the model so that it creates an enclosed volume). After that the recalculation should work as it is supposed to

Or you do not care about the topology and you can flip the faces by hand. You can do that by selecting red faces in the edit mode Alt+N -> Flip

BTW. The flipped parts in Unity are not gone. They are physically there, but backface culling is on by defualt and you can see them only from the front facing side

source: Stack Exchange

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

sort: votes


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Shaded view shows extra surface?
I'm new to Blender and Geometry Nodes. In the images below, the wireframe one looks correct, but the shaded one does not: it has a "surface" inside the crater that isn't expected.
Any ideas where this is coming from?

Just switch the Fill Type of the cone fron N-Gon to None.

Yes, that's it! Thanks so much!

As @quellenform said, it's the fill type causing the issue.

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


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Can I convert "Linked Duplicate" objects to "Instance Collection"?
I used the Linked Duplicate workflow to layout a scene where each object's mesh all share the same one (see below). Now I need the ability to add modifiers and create hierarchical objects instead of a single bespoke mesh, and seems I need Collection Instance workflow. I saw this post which doesn't quite fit my problem.
How can I convert my current scene to replace the current objects with Collection Instances?

I'm not sure why you would need Collection instances (instances are basically linked objects) but you could convert your objects to Single User, by going inside the object menu (in object mode) > Relations > Make single user.

I think I need Collection Instance because modifiers are only applied on an object by object basis, also if the object is hierarchical it won't be replicated either if only mesh data is linked.

"Hierarchical objects" doesn't make sense in the context of Blender. You can absolutely add modifiers to linked duplicates however. What are you trying to do ?

I'm trying to add bevel modifier to a linked duplicate, and also add a child object. Currently if I modify the linked mesh it updates everywhere which is great but if I add a modifier it only effects whichever duplicated object I put it on. Also, if I parent another mesh to the duplicated object it doesn't appear on the others either. So the problem I'm trying to solve is I want instances of a hierarchy of objects with modifiers attached. If I modify any instance, all other instances are updated too.

Here is another post with similar issue. It can be done but you have to keep applying it to each individual object. Hence I think I need Collection Instance? https://blender.stackexchange.com/questions/175335/how-do-i-add-the-same-modifiers-to-all-linked-duplicates


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Material from Object not shown when exported in Windows 3d-Viewer
So I exported my object in gltf format and when I looked at the object in windows 3D-Viewer it only showed the object but not the material:

This metallic material is missing:

I exported it the following way:

Is there really any use for windows 3d viewer for us, blenderists?

I don't feel that this question should have been closed. The linked answer for FBX is five years old and does not reflect current reality, in which most of the Principled BSDF parameters can be exported correctly to glTF, certainly including the simple metallic setup shown here. That said – the appearance of a metallic surface depends heavily on what it is reflecting, if anything. Try the model in a few different glTF viewers. I think it's likely the Windows 3D Viewer just doesn't have very good lighting/environment for a metallic material, but the model itself is fine.

Agreed, nothing in the old FBX answer explains what's going on here.  I think Don is right that the lighting environment in 3D Viewer isn't ideal for showing off shiny metallic surfaces.  Try Don's Viewer or Babylon Sandbox instead.

In Dons viewer everything is fine. But yeah, looks like the texture and ligthing isn't supported in 3D Viewer.


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How to fix shaky frames that appear when rendering with motion blur?
When I render my animation without motion blur it looks the following:

But when I render it with motion blur it comes with weird appearing frames:

I noticed that the frames that don't appear as they should have some kind of a circular pattern:

Here are my settings:

How can I fix this?

Denoiser and motion blur don't mix. Turn it off.
Also, go to edit preferences > system, and turn on the GPU.
In the Cycles render option, select GPU (this will help your render speed with Motion blur). If your computer crashes, just leave it with CPU (I don't know the configuration of your machine).
Also, that black "blob" shadow smear you're getting it's because of sampling. By the looks of it, you have very few samples, if you're looking for a noisy look-film noir grain, ok. But if you're looking to get rid of the blob, turn them on past 120.

This happens because Motion Blur Position is set to Center on Frame which centers the motion blur in every frame and if camera stops this happens. Change that to Start on Frame

Just a tip, you can take a screenshot of Blender's UI through Window > Save Screenshot.

I can't thank you more mate!!! It solved my rendering issue straight away!!!!! I've got some weird streaks popping out randomly on my characters, and they are all cleared after I set it to "Start on Frame"! Why do they set "Centre on Frame" as the default???


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Possible to have unique sculpts of linked mesh?
I have a character base mesh and want to make variations of it that share the same underlying topology, a common use-case for games. "Duplicate Linked" shares the underlying mesh in the way I want (any changes to the underlying topology like add/remove vertices, faces, edges, etc appear in all instances). Beyond topology changes, I want to then have localized instance-specific changes to the shape of the mesh (e.g. for different body types without changing vertices count/order).
Is there a way to do this in Blender? Or is the only way to have a single mesh and then use modifiers/layers for each variation and turn them on/off?

I don't think the current sculpt workflow allows this. You can try the boolean workflow though. Could you add an example picture with a few variations so we can see how complex the problem is ?

In a certain way, you could implement this in Shape Keys. Your base mesh would be the Basis and each variation of it a shape key. This would theoretically allow you to manage/maintain only one rig for all characters.
(However, this depends very much on the complexity of your requirements of which you have given little indication)


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Blender Geometry Nodes to make a crater
I'm learning Geometry Nodes and I'm trying to make a procedural crater or concentric ripple mesh (like a rock being dropped in the water makes). I can use the Cone node with 0 depth along with a number of side segments to create a circle tessellated with rings. This is the base shape I need.
Now for each edge loops of the collapsed cone, I then was thinking to use a profile spline to determine the Z offset of the vertices in a concentric edge loop. There might be other/better ways.
I can't figure out how to get the edge loops, or how to figure out the vertices indices in a circular mesh. Can anybody point me in the right direction?

If you put an Image in your question it will be easier to understand what you want exactly

and even better would be to provide a blend file with your test

Maybe you wanna start doing that by this node tree?

result:

This is excellent, thank you. This is really helpful understanding an approach!

you are welcome

I know this is "answered" but I'm wondering if it is possible to do something like this but  with a single circle that ripples out from the center but is empty / transparent in the middle.

@RichMorey: please ask a new question (e.g. you can copy this question and edit it) but do not ask new questions in comments. Why not? because other people won't find questions or answers in comments and cannot learn from it. You can open as many questions as you like. Thx for your understanding.

Okay, I will, thanks.


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Setting Action animation length?
I used Auto-Rig Pro to rig a character. Now I want to make animations like Idle, Walk, Run etc. all in the same Blender file. I believe that the correct approach is to create a new Action for each animation clip. (If this isn't correct, please let me know!).
Assuming it is, I can't see how to set the length of each animation action. Most of them I want to loop, so I need to set the length so it can loop and I can check the animation is correct.

Each action will be as long as its last keyframe, for example if you push the action into the NLA, you'll see that the yellow strip will adapt to the action length. As for the Timeline length, I don't think that there's any automatic way to make it last as long as the selected action, you need to put the player cursor at the last keyframe and press Ctrl End, or type the End frame, or Playback > Set End Frame. Maybe it's possible with a script though

that said, you can temporarily frame the start and end with P, deactivate with Alt P

Ah I see, the ctrl+end is pretty easy and sets the length for Action Editor. Great, thanks!

Each action will be as long as its last keyframe, for example if you push the action into the NLA, you'll see that the yellow strip will adapt to the action length.
As for the Timeline length, I don't think that there's any automatic way to make it last as long as the selected action, you need to put the player cursor at the last keyframe and press CtrlEnd, or type the End frame, or Playback > Set End Frame:

Maybe it could be possible to synchronized the end of the timeline to the last keyframe with a script? I think it deserves a button.
that said, you can temporarily frame the start and end with P, deactivate with AltP:


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UV mapping on Cube mesh is different than on extruded mesh
I am creating some placeholder objects for size and scale and when I texture mapped a cube it seems different than a mesh created in a different manner. I must be missing something basic here but for the life of me can't see what's wrong.
Switching back and forth between the meshes they seem to have all the same properties. Here is the link to the Blender file

Your object is not correctly unwrapped, look if I draw an horizontal line on the grid, it will appear vertical on your cube, you need to rotate your UV 90° then scale on X, or mark a seam on one of the vertical edges and unwrap again.

Ah, I see. The UV coords are 0-1 range, but the anchors for the vertices aren't the same (e.g. rotated). Makes sense now. Thought I was going crazy. Thanks!


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I cannot move the camera anymore
So, i cannot move the camera anymore with the G button.
Cannot even highlight it. Cannot click on it or select it with Select Box. Going into camera view and clicking the sides does not make me able to select and move the camera either.
It only happens on one single .blend file. Anyone have this problem?
Google does not get me any help so im trying my luck here. Hope to find a fix

This following youtube video can help https://youtu.be/K23Ipy7fp2M?si=0LrSkObNXfOCQeEn

perhaps you disabled its selectability in the outliner or in the viewport's object type visibility popover.
In the outliner, open the Restriction Toggles popover and enable Selectablee (mouse pointer icon):

Make sure your camera's mouse icon is ON.
In the Viewport, make sure the same icon is enabled for the camera:

thanks LOLock! Turns out the entire collection had the mouse icon disabled. Weird never remember pressing it. So yeah that fixed it!


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how can i make several different vertices equidistant?
I'm having trouble modeling a logo, I want it to be nice and even throughout, but when I rotate etc. the size appears to be bigger or smaller and it makes the logo look wonky. is there a simple fix?

I also plan to "subdivision surface" it to make the heart look smooth, will that ruin it?

Make half of it and use a mirror, apply the mirror if the little gap is intended, make the gap

that would work here because its symmetrical, but is there a way to make each "segment/group" of vertices equidistant? like what if the mesh wasn't symmetrical? sorry im totally a beginner

Loop Tools add-on has relax and space functions. Relax takes the curvature into account. You can get it from the extensions platform or install any other way. In older versions it used to come with Blender and it used to be possible to just enable it in the preferences.

You can use it on existing loops, it has the option to affect parallel loops as well. Remodeling might not be a bad idea, you could use part of a circle to make it nice and smooth in the first place, but that's 3d modelling in general.

This looks like the work for a bezier curve, where you wouldn't even need to worry about that

i agree @DuarteFarrajotaRamos but how can i make the sharp corners using a bezier curve?

You can set handle type to vector, what issues do you anticipate? See https://blender.stackexchange.com/questions/87253/can-i-extrude-a-path-in-x-y/87254#87254


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Outlines in cycles
I modeled a character and i would like to give it outlines. I know how to do this in blender render, but for some reason it doesn't work for cycles as well. How can I make that effect in a cycles render?

If you mean Freestyle outlines, this still works in Cycles, you just don't get to see them in a preview render

Really? let me try rendering it... one sec

no, i need to see it rendered. i am making an animation but i want the character to be outlined, i want to use cycles if possible

Please add screenshots of wat you have tried so far. That makes it mouch easyer to come up with good ideas.


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Vertex colors with skin modifier
I have some curves that I want to render in Cycles; these are not blender curves, instead they are composed of a set of vertices, each having a color, and edges (but no faces).
Using the skin modifier, the generated geometry is exactly what I want, but the vertex colors are not propagated to the skin surface...
As an example (using Meshlab), at the left is what I want, at the right is what I have. Note that I can have colors way more varied than what is shown here.

How can I keep the vertex colors in the skin modifier ?
If this is not possible, then how can I render curves with colors in Cycles ?

It also doesn't work with the screw modifier, apparently vertex colors don't work without faces, :( vertex groups work though


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Unable to use tablet brush pressure
I'm using Blender 2.8 but I cannot achieve to use the Wacom tablet pressure in sculpt mode like in other software. Is this a known bug?

Is your tablet's pressure sensitivity working in other applications? If not, here's a potential solution to the pressure sensitivity not working:
https://www.drivereasy.com/knowledge/fixed-wacom-pen-pressure-not-working/
It says to go either go to search "Wacom Tablet Preference File Utility" open that application and click "remove all user preferences. Save your preferences then restart your computer.
You can also try updating your Wacom Driver.

updating the driver solved the problem

I've noticed many people having problems with their tablet pressure sensitivity not working in Blender but working in other programs. I had the same problem and the solution was quite unusual. My graphics tablet (Huion Q11k) stopped working as soon as Blender lauches, unless I activate game mode. Game mode disables pressure sensitivity. The fix for me was not opening blender as a game in Steam. Disable game mode, then go to your steam library and get it to show SOFTWARE instead of games. Run Blender from the software tab instead and it should work.

In my case, the Windows Ink option was active in Preferences > Input > Tablet > Tablet API. Changing it to Automatic solved the problem.

Changing mine from Auto to Windows Ink solved mine. But your answer got me to this option, so thanks!

For anyone still having this problem, I encountered the same problem a few minutes ago. I am using a Huion  H610PRO tablet and Blender 2.91. I switched to Automatic as described above but it still did not work.
The solution I stumbled upon was simply based on the order in which both Blender and the tablet were started/connected. I disconnected the tablet and shut down Blender. Then I started Blender, allowing it to complete loading, and then reconnected the tablet. I hope it works for someone.

There is one more solution which helped me. I am using Wacom Intuos Pro M. Go to mapping and uncheck "Use Windows Ink". It will fix the Blender problem, but add a Photoshop problem, so make a seperate setting just for Blender.

Looks like each of us has a different solution, I have a huion WH1409 and thought the problem was it but I forgot to activete pressure on "strength" AND "radius" I was going crazy, I don't know why it needs pressure on radius but I post it here if someone makes the same error.

Setting the tablet API to "Windows Ink" in blender solved this problem for me.
I use a XP-PEN 22E Pro

I tried a bunch of these solutions before I discovered that having two Blender windows open with the same editor (I have dual monitors and had shader editor open on both at the same time) completely screwed up my tablet and my mouse. When I changed the second monitor to something else, it worked fine.

Hello and welcome. Please don't write in all caps in the title or body of any posts, it is the written equivalent of shouting, is harder to read and may be considered rude. Please use the [edit] button below the post to change you text into regular case.


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Make a face from a mesh with a hole
How can I create a face for extrusion with a hole inside in edit mode? In my case I want to extrude only the "C" from a mesh marked in blue and not the filled innside part.

do you need to keep the external border (the rectangular mesh around your C)?

this part of the mesh is for another similar operation

so if what you show is a curve you need to convert to a mesh (well if you want it to be a mesh and if it's not already), then you need to fill with faces, then extrude... what are the difficulties you've met? Maybe share your file: https://blend-exchange.giantcowfilms.com/

I want to fill only the blue "c" with faces, not the rest of them

https://blender.stackexchange.com/questions/46342/is-there-a-way-to-fill-the-area-between-two-circles/46351

I'm not sure what you basic mesh looks like, so it's hard to tell what you're supposed to do, I guess you can create edges between the existing vertices but I recomposed your shape with several successive extrusions along the  letter profile. To make an angle round I've selected an edge and use the bevel tool (ctrlB). When you have finished with the flat mesh, select all and extrude up (E). Is it what you want?
Edit: And oh yes, as Duarte explains, if you have the same amount of vertices on the internal and external edges, you can simply select them and press W > Bridge Edge Loops. If they don't have the same amount, create enough vertices to make the count equal. You can play with the bridge parameters on the bottom of the Tools panel, on the left of the 3D View.


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Conforming Another Noise Tool Terrain to Custom Plane Shape?
I'm using the “Another Noise Tool” addon in Blender to generate mountain terrains. However, it appears that this addon only creates square-shaped terrains. Is there a method to make the terrain conform to the contour of a specific plane?
I've attempted to use the Shrinkwrap modifier without success. My goal is to have the borders of the mountains smoothly adapt to the shape of a mesh or curve along the X and Y axes. Any suggestions on how to achieve this?

You could extrude the plane and use it in a boolean modifier with the intersect setting

@Cornivius this would create a rough cliff on the sides, and I want a smooth transition, like a real mountain

you could select the edges of that cliff going all around and use proportional editing to bring them down to the same level while smoothing the rest of the mountain. Aside from that I think you'd need something a lot more dedicated than a procedurally generated noise displacement. Like sculpting it by hand on sculpt mode or using weight paints to control a displacement modifier.

If you create a clouds texture and use a displacement modifier with it on a subdivided plane you'll get a similar result to what the addon does. But if you want that custom shape you'd have to paint it in weight paint mode.
Scaling the booleand piece down with proportional editing does give better results a lot faster, imo


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Rigid Body Major Problem
Here is a link to a video of my problem - https://youtu.be/5J7ZVIfxcw0.
Link to my blender file - https://www.mediafire.com/file/qrr0kldf0xeamzq/1.blend/file.
Yo, I want to animate this bouncy platform that I have made using rigid body constraints with the type being Generic Spring. When the create falls onto the create a want to leave blenders simulator to animate it because later on I'll be changing the weight of the cube and I don't want to manually animate every different weight animation. However, I do want to animate the platform (the bouncy thing) along the Y-axis.
I've tried lots of different ways including; Just animating the platform but that means I have to check the animated box in the Rigid Body settings and that leaves it locked on the Z-axis which is not what I want.
The second way I tried is to animate the empty (Constraint) and the anchor listed in my "Scene Collection" but this method simply did not work and the platform did not follow the animated anchor and constraint.
The third way I've tried is putting two verts on each side of the platform and making them Rigid Body passive objects to push the platform but this just ended up glitching out the platform. This is what I expected to be honest.
The Forth way I tried to do this is using checking the "Animated box" and giving the Platform some speed then keyframe unchecking the box before the box hits the platform, This method worked well up to the end where the platform started to slow down to a stop and even if I check the box again before it got to the end it would look strange and bad. Here is a link to a video including the problem - https://youtu.be/tEMQapEaj74.
The Fifth way I tried is using force fields to push the rigid body along but this cropped up too many more problems.
The final method I can remember trying is parenting the platform to a different object and animating that but it results a lot like the first method I tried.
At this point I'm willing to try anything including addon that people know of and the such, If anyone knows of a work around or a better way to do it or just to tell me I've been doing it wrong, I greatly welcome your comments.
Thanks in advance

can u please add a link to an animation how the end result should look like? i still have no idea what you want to achieve...

i am not sure whether you understood the rigid body system. You can only animate OR (!) use physics. Yes, you can change this per frame. Since i have no idea what you want, i did this: i just put a motor constraint to a box, constrained it to y and moved your spring with that: [1]: https://i.sstatic.net/i8PEC.gif but as i wrote...it is totally unclear to me what you want to achieve. You should elaborate that and improve your question to make that crystal clear.

So sorry chris did not realise what you meant. Here is a "blocked out animation" of a sort of result I want, you can see where I want the floating platforms to be with the wobble, https://youtube.com/shorts/Lr8nSqlY1O0?feature=share.


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Connect 2 meshes together? (Missing vertices)
I'm new to Blender and I want to connect 2 meshes together and make them into 1.
How can I do this?

If the 2 meshes are inside the same object, select the 2 edge loops and Ctrl E (or Edge panel) > Bridge Edge Loops.

@moonboots It looks as if there are different numbers of vertices on the two loops so the upper part may need to have the topology changed first.

Sure, but I guess this is another question, the object may look good despite the different number of vertices

Exactly same question here How to merge two edge loops

Hello, FreakyHound, welcome to BSE. This is a question that has been asked in several ways, before, so is a duplicate. Please try the answers you find in the dupes, and if still stuck, come back explaining why they don't work for you.


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Aligning/deforming 2 UV-islands on top of each other
How can I align the selected vertices with the gray ones behind it?

hello, I don't think that there's any way, but maybe describe your project?


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Aligning multiple objects/joints for rigging
i just started learning blender, but am having trouble understanding how to combine multiple objects into mechanical joints.
Specifically, I would like to assemble a T-pose for a small robot from individual STL files to later use in animations via mechanical rigging. I've watched several multi-hour tutorials on rigging and aligning, but I don't seem to have understood how to assemble the various objects to create a T-pose.
My basic layout would look something like this:

I would really appreciate it if someone could give me a hint on how or where to start!

The T pose is the typical rest pose of a character mesh and armature. You show some pieces, first thing is that they don't seem to be assembled as they should (?), second thing is that we don't see the armature to which you'll rig your pieces. Maybe tell a bit more?

That image seems to be an "exploded view". Are you talking about moving the objects to their correct pivot points ready to be animated or actually rigging them for animation.

Thank you both, I should have made myself more clearer. As you've pointed out, the objects in my example aren't assembled and that's exactly what I'm after. I'm trying to learn how to bring each object into position (pivot points) to end up with a t pose.
My little robot project consists of over a hundred small pieces, all single stl files, and I was told that blender would be ideal to align them/bring them into pivot positions – however I struggle to grasp the workflow and when I use the snapping functionality or align them manually, the results are less than desirable.

To align the pieces you can use the 3D cursor and the origins (Shift S), but each case will be different, also sometimes it can be faster to align visually. At last, keep in mind that once you've parented to an armature, the axis that will be taken into account will be the bone head, not the piece origin. But maybe ask a more specific question?

It-s not going to be a simple process to learn be honest although once you've got the hang of it you can move things around accurately pretty quickly. You need to learn about setting the origin of an object to the required pivot point, setting the 3D cursor to that origin and then moving your other object to the 3D cursor position.


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Dynamic list of properties for each property in Collection
I have a collection property called "Scenes", stored in the scene with some custom properties in it, displayed as a list in the panel,
My question is, can I have a separate list, unique to each "Scenes" entry, called for example "Dates" and define in it string properties dynamically, so the user can add date properties for each scene in the "Scene" collection property?
Thanks!

Yes, collection properties can be nested. Can you add a little bit of your script so we know where to start from ?

So far I'm using the one I found here: https://sinestesia.co/blog/tutorials/amazing-uilists-in-blender/

Check this answer https://blender.stackexchange.com/questions/158440/how-to-get-one-uilist-to-control-the-contents-of-another-uilist/

Yes! Thank you all!


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Shade Smooth with Geometry Nodes not working on Rendering (Cycles)
I'm new to Blender and I'm trying to learn Geometry Nodes but I'm facing an issue:
When I try to Shade Smooth with Geometry Nodes seems to only work on Viewport.
I've generated Cylinders and Spheres meshes via Geometry Nodes using the "Set Shade Smooth" node.
It seems to work in the viewport, but when I'll try to render it, it's rendered as "Shade Flat".
Following there's the Viewport example with the Nodes:

Here instead the Rendering results:

Could you please help me identify the issue?
Is It a known bug?
Thank You in advance.

This Mesh Transformation node group seems to have also a Shade Smooth option. Have you checked if this input is properly connected and works?

can u provide blend file?

The "Mesh Transformation" node has the "Shade Smooth" trigger because the "Set Shade Smooth" was here before.
I moved it out to "debug".
I've also uploaded the Blend file, it's a bit messy due to debugging and testing, but I hope that's clear enough.

I found out that just for the Spheres, I've solved the issue by setting the Rotation of the mesh X axis to 0°.
It's a Sphere, the rotation shouldn't affect the way it's visualized.
Following the Blend file and the Mesh Transformation Node:

The "Shade Smooth" input is present but not linked because previously the "Set Shade Smooth" node was here.
Blend File:


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Creating Multiple Cross Sections in Blender
Novice user here.  I want to create cross sections of a model that was imported to blender from sketchfab but have been unable to.  This problem is very similar to the prior stack exchange question/answer (Create Cross Sections and 2D planes in Blender).  The difference here is the model I'm starting with consists of multiple objects.
I think the issue is that the model consists of multiple objects.
In order to join the model into a single object I tried both “control J” and the boolean modifier “union”.  While I eventually was able to join all of the objects into one, blender would freeze or give different outputs when attempting to get a cross section of an area that previously consisted of separate parts.
Aside from joining the model into a single object, I also attempted to place a plane that crossed over the model and then applied the boolean modifier “difference” to create a cross section out of the plane.  This method was effective when the plan interested a single piece of the model but would then start to give different outputs when intersecting more than one piece.
Here is a link to the Sketchfab model I am trying to create cross sections from : https://sketchfab.com/3d-models/baby-f05a87806cad49feb75ac7659d55c368
Summary:
1.)  How do I consolidate the sketchfab model into a single object?
2.)  How do I get cross sections from the consolidated model?

you model doesn't help us, you should better provide your blend file with your try so we can reproduce your problem

Without joining the model,
It seemed to work with an array modifier to one plane,  and adding the difference boolean modifier to each of the  halves of the model using the plane as the object to er...cut the baby into cross sections.

Blender did crash.  I tried again the simplest possible way and it worked just fine.  The only thing I can think of is that in the import settings for FBX I unchecked subdivision data.  This baby has 467 K TRIS and maybe unchecking subdivisions helped.


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Automatically change the properties of multiple materials
I'm importing a FBX sequence from Anima Pro with several animated characters but all materials are interpreted as metallic. Every time I import a new fbx I have to manually change hundreds of materials and setting the metallic property to 0.
Is there a way to automatically change the properties of multiple materials on multiple objects?
Can this be done in a script?

Try this. It affects all materials in the file.
import bpy
for mat in bpy.data.materials:
    if not mat.use_nodes:
        mat.metallic = 0
        continue
    for n in mat.node_tree.nodes:
        if n.type == 'BSDF_PRINCIPLED':
            n.inputs["Metallic"].default_value = 0

thanks @scurest I managed to apply this only to the selected objects:
import bpy
for obj in bpy.context.selected_objects:
    for mat in obj.data.materials:
        if not mat.use_nodes:
            mat.metallic = 0
            continue
        for n in mat.node_tree.nodes:
            if n.type == 'BSDF_PRINCIPLED':
                n.inputs["Metallic"].default_value = 0


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Semi-Transparent Human Silhouette in Blender Cycles
I'm trying to create a semi-transparent, flat 2D human silhouette for an architectural visualization in Blender Cycles. The issue I'm facing is the unwanted visibility of the human mesh's internal structure when mixing an emission shader with a transparent shader.
Here is my current node structure:

Ideally, I am aiming to create a simple, 2D-looking flat silhouette with a certain degree of transparency. This effect is quite common in architectural renderings, providing a sense of scale and spatial relation without drawing too much attention to the figure itself.
And here is my result that shows the internal structure of the mesh.

Thanks in advance.

Use the Transparent Depth of the Input > Light Path node as a factor between your original mix and the Transparent node:


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Geometry Nodes - Unique Frame Offset for Each Instance?
I am currently working on an animation that resembles a split-flap display like the ones you'd see in an airport. To accomplish this, I am using Geometry Nodes to instance several modules on a plane. The instanced module has an image sequence applied to it to depict the flapping action.
To make the animation more dynamic, I want each instance to show a different frame of the image sequence. In other words, I am looking to change the frame offset of the image sequence for each instance individually.

Is there a method to achieve this? Can the frame offset be manipulated within the Geometry Nodes structure?
I thought about using drivers to control the offset value, but I must admit, my experience with drivers is quite limited. If using drivers is the correct approach, could you guide me on how to set this up?
Any advice or suggestions would be greatly appreciated!

Save your animation in an image atlas, meaning that all frames should be in a single image file. Then you can manipulate the UV coordinates to dynamically access any frame data within that image.
Alternatively use some script to automatize adding a lot of nodes to load all those frames at once and a tree of switches that base which image is sampled based on frame index provided.


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Blender 2.80beta - A tutorial to animate character in Blender and export it to Unity
can you tell me a video or written tutorial to create a 3D character animation in Blender 2.80 beta and then export it as .fbx for Unity 2018.3.7?
I tried starting with a character downloaded from Mixamo (only the tpose) and then imported to Blender 2.80beta, so I tried to create the desired keyframe (in Blender it seems to be OK), but when I export it to Unity as .fbx, I don't I know why but the animation is not the same as that of Blender (the arms remain always extended along the shoulders and only part of the arm moves). The animation I wanted to create is that of the character who stretches his right arm to open a door.

Blender Stack Exchange is not the right platform to ask for full-blown tutorials, especially if there are already tons on youtube about that topic. Right now, most of them are for Blender 2.79, but they are easily adaptable to Blender 2.80. An appropriate question for BSE would be "I watched this tutorial and on  he does this . The tutorial is for Blender 2.7 x and I don't know how I would do this in Blender 2.80."

I'm voting to close this question as off-topic because Blender StackExchange is not suited for full-blown tutorials about rigging and exporting characters to game engines.


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Rotation Constraint Breaks When It's Target Gets A Copy Location Constraint
I'm trying to create an aim space rig where each bone points at a driver (in my case an empty).
Blend File:
Uploaded Blend File
I have this setup:

An empty (Target) that the system is looking at (to control the rotation of the bone)
Another empty (The Aimer) that points at (Target) using a Track To constraint. This empty is at the root of the bone.
One more empty (The Offset) that has a Child Of constraint, constrained to (The Aimer).
The bone that is being controlled has a Copy Rotation constraint on it, with (The Offset) as the target.

This setup works pretty well, and does what I want. The purpose of (The Offset) is to allow for the aim target to not be down a perfect axis and still have the bone follow properly.
Applying the rig, and offsetting the location of the targets in time results in this:

This works pretty well. If you look closely at the gif though, you can see (The Aimer) and (The Offset) are no longer attached to the bone. This is because of the offset in animation of the bone below.
What I want to have happen instead is to have those two Empties follow the root bone location. I can move them there without any problems, and it looks how I would hope:

My thought was to apply a location constraint to (The Aimer) and have it target the bone. This however breaks the rig. I believe it's breaking the Copy Rotation on the bone itself:

Here's the animation after adding the Copy Location:

Looking closely at the Empties, all of them seem to be moving as expected in the animation, so my assumption is that the Copy Rotation on the one itself is the part that's breaking.
Any ideas on what could be causing this? Thanks for any help in advance!
Mike

i am not sure what your end goal is!? It "sounds" like you want each bone just target/point to your empty, is that right? If yes, your setup is much too complicated, you would just need a trackto constraint for each bone...

Maybe i misunderstood what you meant, but you could do it like this:
Just add a trackto constraint for each bone.

result:

This worked great! In addition instead of using a track to constraint I'm using a damped track, which avoids the z-flipping. Thanks for the help!

Glad I could help!


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Isometric + oversimplified style scene and Rendering configuration
Any advise on how to reach a similar effect in Blender (possibly without the use of any additional software / plugin)
Specifically, I'm curious about the camera view (it feels like some sort of isometric view), the light effect (it seems cartoonish, equally diffused, although there is some shadow casting) and the colour (materials and texture are very simple and vivid in colours)

It's difficult to say for sure without having things in (screen space) horizontal + vertical of known equal size.  If the view is angled relative to the ground plane, this is simply a raised orthogonal view, pitched downwards:

Planes are equal width; you can see the view angle in the apparent thinness of the horizontal plane.
If this is instead a distorted top view, then this could probably be made by lattice deforming everything 3D:

It's a very simple lattice, where I've created a shapekey to just push some stuff back (in world +Y.)  Everything can use the exact same lattice.  Then when I view from an orthogonal top-down view, the lattice gives some pseudo-perspective.
Lighting is a sun light and some ambient (a flat colored world); materials are mostly just diffuse.  The plastic is a high roughness refract shader at IOR 1.0.)  The hemispheres in 11 may have some specular.


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Copy location constraint not copying exact location from vertex group
I have a vertex group whose location is being moved by a shape key .I have placed a cube on top of the cylinder(to move with shape key ). This cube will have a copy location constraint based on the vertex group of the cylinder .But when l move it the cube doesn't follow the exact location ,its lags behind.In first image the value in shape editor is 0 l haven't moved the vertex yet .The intended result should have the cube seat on top of the cylinder after moving the shape key slider to 1 but its lagging behind .

please provide blend file so we can check it out

Sorry found the solution below .

Copy Location will set your cube to the center of the selected vertex group, which changes along the Z-Axis by the shapekey.
I think you have marked Offset in the modifier, but this only adds the original cube location to the middle of the vertex group.

You need a point at the top of Cylinder that Cube can follow. One solution is to assign the upper face of Cylinder in a vertex group and give Cube a Child-of-Contraint to follow this group.

That's exactly what l wanted to do ,for once even had the child of but kept running into the same problem .Thanks for the solve .

Part of the solution lies on when you assign the top vertex .Assigning it before moving shape key to 1 leaves the cube at the center of the mesh


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How to split all at once
I'm just curious about
how to split all meshes at once from where i want to do.
If i have this cube and want to split it along to the plane.

The result is

And what i want to do :

Split this all meshes at once.
Is it possible?

You need to join all the objects, or give them all the same Boolean modifier

Thanks a lot. :D I didn't think that way.!!

The Bisect operator can act on multiple objects, simultaneously in Edit Mode:

OMG this is great :D Thanks !!!!


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Artifacts on semi transparent object in Material view
I have modeled a simple perfume bottle with some transparency on its body. It's looking fine, but the only issue are the weird 'blocky' artifacts that appear 'only' in Material view. They do not appear in Rendered view.
Screenshot and the blend file are attached below.
Could some one please help me finding the issue?
I'm not a pro and learning the intricacies of Blender every day. Thanks.
Blend file: https://easyupload.io/wyqrlq
The blocky artifacts:

The Material preview uses the Eevee render engine, in Eevee the glasses are not accurate, you can still deactivate the Show Backface option to avoid what you point out but it still won't be as accurate as in Cycles:

Thank you so much for the quick response. So Material preview is based on EEVEE. Great info, I didn't know. I was thinking some leftover baked textures are getting projected.
Thanks again and I will mark this as the chosen answer when the 5 minutes pass.


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Unable to dissolve adjacent faces after Boolean modifier on cylinder
After applying a boolean modifier on a cylinder by using another cylinder as the object, I get the desired hole in the middle, but it created a couple of weird diagonal edges on the top and bottom of the cylinder. So I deleted those 2 edges and then bridged the inner and outer edge loops of the cylinder. This creates a lot of faces on the side which I don't want. I only want the entire side to have one face. So I select all the faces of the side and right click -> Dissolve faces. Nothing happens. But if I leave just one face and select all the others, they get dissolved into a single face. This leaves the cylinder side with a big face almost 90% of the area, and a tiny face. Why is this behavior happening and why can't I make all these faces fuse into one face?
Blender File: https://drive.google.com/file/d/1AMBAPwqIRFiHb8VcnxYNLBCyvj2Uf5dD/view?usp=share_link

Hello and welcome. You mean you want the whole thing to be 1 face? You cannot have holes in faces in blender. Read https://docs.blender.org/manual/en/latest/addons/3d_view/precision_drawing_tools/holes_in_faces.html

If you create a hole within a face you need at least 2 edges to connect the inner edge to the outer edge

@HarryMcKenzie and moonBoots Thank you very much guys. You are right. For whatever reason, I can't see the arrow so sadly cant upvote your comments.

As pointed by Harry and moonboots in comments, this is the answer if anyone needs it:
You cannot have holes in faces in blender because if you create a hole within a face you need at least 2 edges to connect the inner edge to the outer edge. Read Blender docs about this.


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Array + Curve + Subdiv anomaly
I have an array of subdivided cubes, which follow a bezier-curve through a curve modifier. The individual meshes of the array are merged.
The issue:
Ordering the modifier stack like this (right):

Array
Subdiv
Curve

Provides the desired, smooth result.
Ordering the Stack like this (left):

Array
Curve
Subdiv

Does not correctly work. The subdiv-modifier seems to "skip" the sections, in which the individual array-elements were merged.
Now, the core issue is, that I do not want to apply the subdiv-modifier bevore the curve and array modifier, as I need to add to the mesh after applying these two. Subdividing beforehand would make a mess.
Screenshot:

Demo file to reproduce the phenomenon:
https://blend-exchange.com/b/kMJGPQGk

The problem is caused by internal faces which stop subdivision from smoothing the mesh. No smoothing is needed where the internal faces exist before the curve modifier, so using subdivision before curve yields a smooth result.

@MarkusvonBroady After checking again, I can confirm, that that is indeed the cause of the problem. After deleting the faces in question, everything is as desired. Now, this begs the question, as to what is causing this. Applying the mofifier stack in the (right) order, I still found the internal faces to be present. The difference is, that they have been "catmarked" correctly, whereas the ones in the other stack were not. Why is that the case?

The internal face works like a holding loop, stopping the subdivision from interpolating between them. See what happens when you put an internal face diagonally, it then also stops the interpolation where the face connects: https://i.imgur.com/sAcPfAp.png

If you want smooth shading, set it now (otherwise remember to set it on the object and caps), duplicate it, remove modifiers from it and name it Start, duplicate it again and name it End. Go to the original object's Array modifier and set the caps accordingly. Edit the mesh and remove the faces where the instances connect. Edit the End mesh and remove everything except the face that connects. You will need to flip its normals AltN, F. Do the same for the Start - keep in mind that there it's the opposite face. If you got it wrong, just rename the objects and swap them in the Array modifier.

As you have noted in your comments, internal faces create an anomaly in the normals of the external surface, in both cases. It's less apparent where the Subdiv is before the Curve.
The Curve deforms the array of elements. In a polygonal modelling system, it can do this only by moving vertices to conform to the curve. If the displacement is made before the subdivision, only the ends of the box-elements are available to be deformed, and so the curve is approximated by element-length straight-line segments. The Subdiv. then subdivides those.
If the Subdiv comes first, there are more vertices available for Curve to deform. Now the curve is approximated by [element-subdivided] length straight-line segments, which are shorter, and approximate the curve more closely. In particular, the normals at the ends of adjacent elements are more alike, and so the joins look smoother.
Some options:

Get rid of the internal faces: you can cap the ends after applying the Array and Curve modifiers, or set caps on the array as suggested by MVB
Manually subdivide the box in its length before deforming, or just make the elements shorter.
Use a profile: (a rectangular curve,) as a Bevel Object for the sweep curve itself, (in its own Data tab, Geometry panel,) rather than arraying a mesh down it.

BTW, you may save yourself a lot of trouble by Ctrl A applying the scales of your curve and box, before going further. (You would also then have to reset the radius of the curve to 1.) While modelling, always scale the mesh in Edit Mode, rather than the object in Object Mode, (or apply the scale as soon as possible.)

This provides great inside into the workings of the modifiers! Thanks!

Geometry Nodes
The size of the node tree is somewhat ridiculous, but it was my first try at geo nodes. Other than some clever optimizations like the concise dimension coming from the bounding box that I learned from Robin Betts, I might be missing some idiomatic solutions like using an instance index instead of doing multiplications and comparisons on face indices.

This recreates the array modifier and removes internal faces based on normals. The Normal > Separate XYZ > Greater/Less Than node chains could be replaced with a comparison with a material number for example. Weld modifier is required afterwards to get correct subdivision and shading.


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Orthogonally aligning an object by making the normal of one of it's faces perpendicular to the normal of the face it should be aligned to
The question sounds a bit loaded but the essence of the problem is quite simpel.
Consider the following situation:
I have a plane p, angled at arbitrary angles and an object made up of multiple faces, one of which, o, I want to use to align the object perpendicular to p.

The desired result would be:

I would need some way to align the normal vector of my reference face o to the normal vector of p and transform the rest of the object along with it.
Here is a file with a demo of the problem

I don't know if I've correctly understood but if you want to go from situation 1 to 2, select the plane, in the Transofrm Orientations panel click on the "+" to create a new orientation:

Then select your other object and go into Object > Transform > Align to Transform Orientation:

Result:

You got it! I knew about custom orientations but not about Align to Transform Orientation. That's exactly what I needed. Thanks, once again, @moonboots!


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Mesh becomes obscured after applying subdivision modifier
so I have just started a blender tutorial with blender Guru on YouTube. I hear he is quite well known in this community.
We are making Donuts!
The issue I am having is that after applying the subdivision modifier on the icing model(which is hidden in the editing view) the mesh seems to have receded into the body of the donut or it is being partially obscured somehow.
Blender Guru himself had this issue in the tutorial however he seemed to be able to correct the problem by selecting individual vertices in the affected areas.
I have tried to do the same myself but I cant seem to select any. Selecting vertices on the edge of the affected area doesn't resolve the issue but selecting and pressing G does, however this also massively distorts the shape of the donut after left clicking no matter how still I keep the mouse.
Any help with this would be highly appreciated as its preventing me from manipulating the object properly.
Here is the tutorial video the part I am at is 8:32.
https://www.youtube.com/watch?v=R1isb0x4zYw&list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD&index=4

I mean that is normal, I am not sure what is he teaching you in those tutorials but Subdivision will deform your object a little to make it look smooth, It is normal for it to bend into another object that is the same... You have to simply repair it either with proportional editing as he did or use shrinkwrap (but that is little more advanced for those tutorials)

Do you expect that just selecting something will solve the issue? No, you HAVE to move things around.
When it comes to your issue with the dough getting deformed when you move the icing mesh parts around, that's most likely due to you having Proportional Edit enabled.
I suppose it would still help to have it enabled to make the icing editing easier, so I'd suggest you to just enable its Connected Only mode, so that when you select mesh parts from the icing, only the remaining icing mesh parts will be affected by the Proportional Edit.

Thank you, that does help. I've also found that the mesh doesn't disappear if I don't deform the donut until after applying the subdivision.

The mesh doesn't disappear, it's just that subdivide modifiers are by default set to display both the resulting deformed mesh + the original mesh at the same time - but the result mesh is higher priority in display. It is made so that you know what is going on both before and after the modifier. Don't apply your modifier to "fix" that, it's like taking down a house's wall to see the next room. Either change the modifier display mode to something that better suits you, or learn to work with it this way.


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How can I bake an action to an object without the object moving out of place?
So, I have a set of objects that I am trying to bake an action to, but when I do that, the objects fly out elsewhere outside of where I want them. Is there a way to make it so the animation is baked exactly where I want it? I have a baked animation which works fine, but then I parented it to an empty and then copied everything so I could move it over while retaining proper animations. When I bake action, it flies off. How can I fix this?


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How do I make the back faces of a transparent object hidden while other individual objects behind it remain visible?
This is the scene in material mode

Render mode with Z transparency

The same thing but now with mask transparency

Can I make the back faces of the front cube hidden like the 3rd image, while the black cube behind it is still visible like in the 2nd image?

i know that your'e using blender internal, but you probably should use cycles or eevee (eevee is only in blender 2.80^).
with this simple node setup you should get the result below.

Result.


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Viewport resolution downscaling option for Eevee and Workbench
Currently I have a laptop (4GB ram ; Intel i5 2.5GHz ; no graphic card). I want to use Blender 2.93 on my separate 1080p monitor but this introduces a problem : the Blender viewport is incredibly laggy on the monitor. Unlike that, the 2.79 version works perfectly smooth.
I have to shrink the window/panel size down for the refresh rate to catch up, but then it will be inconvenient. Answers to questions similar to this usually points at the pixel size option in Cycles, but I'd like to have this feature implemented in other two engines too, especially for Workbench.
If there's a kind of plugin that can help me with this, please recommend. I'd appreciate if someone would write a feature request for this.


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How to animate objects duplicating?
I want to make a progess bar, but the sort that is discrete, I have my base square, now in next frame, I need another duplicate cube to pop into existence, next to it

you can create keyframes on the objects visibility in the Outliner panel. But you could also transform your initial cube to a bar with a second shapekey...

You could also animate the array modifier of simply the scale in stepped keys.

Proper way would be to keyframe visibility on a bunch of duplicate objects or Dupligroups.
You get the benefit of instancing and reduced memory usage, you can also group multiple objects together and instance through an empty.
If you don't require such complexity, all objects are the same and in a single mesh, then you can get away with simply animating an Array modifier.


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Scale model so distance between highest and lowest vertices are equal
I have a bunch of models I made previously, and exported to obj's, all different sizes, I lose the original blend files to ransomware, but need to import those obj's into blender, and make them all the same size (ie, the distance between the topmost vertex and lowest must be equal for all the models, how can I set them all to, say, one unit?
Any help appreciated.

The answer here https://blender.stackexchange.com/a/156501/15543 sets all objects in scene's z dimension to 5. (after import the new objects are generally context.selected_objects)  This is different from vertex distance.

is there a way to do this without scripting?

I would recommend using a script, see this answer https://blender.stackexchange.com/a/156501/15543
import bpy
for ob in bpy.context.selected_objects:
    if ob.dimensions.z:
        ob.dimensions *= 1 / ob.dimensions.z

will set all selected  with z dimension, to z dimension 1.
Note this is making the vertical (z direction) distance between top and bottom verts equal, and doesn't take into account x or y location at all.

is there a way to do this without scripting?

Equiv of this per individual object in the UI


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When I export a animated blender model as GLTF into three.js it stretches out
when I animate a blender model with bones

It runs fine in blender, I export it like so

and then, this happens

Any help appreciated.
Link to the GLB https://www.mediafire.com/file/wrubnxlgf6f6pu1/woman.glb/file Link to the .blend (2.8) http://www.mediafire.com/file/azlx6audmcyska9/woman.blend/file

Try checking Always sample animations, does that do something better?  It will be the default setting in Blender 2.81's glTF exporter.

I did, now even when I try export a simple butterfly animation, all my exported animations seem to distort, some worse than others

Could you file an issue on the exporter? See https://github.com/KhronosGroup/glTF-Blender-IO

There has been recent development done with blenders gltf exporter, so try exporting with a current development build of blender, you can get a daily build or go to GraphicAll if you don't want to compile yourself.
Using a recent build (week old) I can export your blend file to gltf and do not see the issue when importing back into blender, which I do see when importing your sample glb file. Using sandbox.babylon.js also shows the new export to work.
Another thing to try is to apply the transformations to the armature and mesh, the two in your blend file do not have the same location. When the two are moved separately you can see a similar distortion, try it by moving the mesh object in blender separate to the armature.


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How do I order Vertices in Blender?
I am writing a low polygon engine for old hardware, and in order to minimise the workload on the engine i need to group the vertices for each 'body-part'. Thus head may be 1-60, torso 60-120, right upper arm 120-150 etc
Unfortunately i am more used to building FE models (beginner with blender, experienced with nastran) than 3D models for games, and when i import the stl file, of course all the node/vertex IDs are lost.
Is there any way to either retain existing IDs or to quickly group and reorder IDs once imported into blender?

OK i think i have a work around... I will write a piece of code to convert bdf file to obj, that is convert GRIDs to v and CTRIA/CQUAD to f nodeID// and let blender fill in the texture co-ords and normals should have thought of it quicker. Would be nice though still to figure out how to group in blender. I maybe need to read more.

Vertex Groups are for grouping vertices. You could also add custom attributes to geometry. Have a look at the Data tab in the Properties Editor:

And then you do with that whatever you want to do:
import bpy

o = bpy.context.object
d = o.data

for vert in d.vertices:
    output = "Vert " + str(vert.index) + " groups: "
    group_names =[o.vertex_groups[item[0]].name for item in vert.groups.items()]
    print(output + ", ".join(group_names))

I just wanted to admire a printout of my vertex group names for every single vertex here, but you may use that to export your mesh in whatever format your engine would use.


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why is there an invisible line on the top of the cup that is preventing the ball from falling in?
i have the cup set to passive and the ball set to active and made sure they were both meshes but it still would not work.

try to change the collision shape from "convex hull" to "mesh"

Rigid bodies have collision parameters that by default defined the collision shape as a convex hull around the shape.
As your object is hollow (concave), you need to change this parameter to mesh, so that the collision shape matches the mesh as it is.
The reason of this parameter is to optimize collision calculations when accuracy is not needed. Convex hull is generally a good compromize.
More information here in the documentation.

The source (second parameter) allows to define if the mesh is taken into account as it is or considering the modifiers that are applied to it. By default, this is the mesh with its eventual deform modifiers (or shape keys).


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How to cut an irregular shape out of a mesh while preserving its topology?
I need to cut an irregular shape out of a mesh while preserving the mesh's topology.

Let's imagine that the red shape has a very high number of vertices, while my mesh is low poly.
How I approached it and failed
I modeled the irregular shape I needed, extruded it outward, and used a Boolean modifier to subtract it from the grid. Unfortunately, this resulted in a lot of n-gons along the edges.
What I need are just the vertices at the intersection of the existing edges (the yellow dots) so I can create the green-highlighted mesh.
Of course, I understand that the edges will be sharper, as I indicated with the blue line.

What happens if you just make the contour (from editing a circle with an even number of verttices) and use "grid fill"? (Ctrl+F)

You can use exact technique with booleans and when you get the result with a lot of n-gons like this:

just double  Alt  + click the outer edge to select it all and use Limited Dissolve(Mesh -> Clean Up -> Limited Dissolve) with a high Max Angle:

Provided you have done the boolean intersection from extruded grid and shape, you can take the 2d bottom and treat the ngons like this:

Where:

"Extrude shape" makes a solid from the weird contour (bottom of the solid at z=0)
"Solidify" makes a solid from the grid (starting below z=0 and ending above)
Get 2d bottom takes only the points at z=0

Treatment logic:

Points that are connected to a single face are not "grid points", select these to set their position
Sets their position to the same position as the next point in the face.
Merges

This treatment logic works well if the shape and the grid have similar point spacing. If they're different, you need the repeat zone to interactively merge points (because there is more than one point that don't belong to the grid and it's sort of difficult to find the position it should go other than "next point")
PS: some sharp edges may be removed by this treatment, if they're desired, you can improve the selection either by:

Reducing the number of iterations in the repeat (min 1)
Change the "selection" to "point has only one face" AND "face has more than 4 points". (You can use the "face of corner" and "corners of face" nodes for that)

Results:

File:


text:
Vertex color – setting alpha value on selected vertices
I’ve been given a task by the game programming team to create a shape with vertex color and alpha values on designated vertices.
I managed to crack the vertex color part of the task, unfortunately I can't set alpha value on vertices.
From what I’ve learned there are some plugins (mostly paid) for that. I don’t have a problem with purchase but I'm looking for the simplest solution, not some overly complicated tool.

The first 3 digits are RGB values. The fourth one is the alpha value and that's the one I have a problem with.

Here's another way.
Go to Vertex Paint mode and select the vertices whose alpha you want to set. Open the Text Editor, paste this script, set the alpha value on the first line to what you want, and run the script to set all those vertices' alpha.
ALPHA = 0.42

import bpy
assert bpy.context.mode == 'PAINT_VERTEX'
mesh = bpy.context.object.data
ca = mesh.color_attributes.active_color
if ca.domain == 'POINT':
    for vi, v in enumerate(mesh.vertices):
        if v.select:
            ca.data[vi].color[3] = ALPHA
elif ca.domain == 'CORNER':
    for li, l in enumerate(mesh.loops):
        if mesh.vertices[l.vertex_index].select:
            ca.data[li].color[3] = ALPHA

You can keep selecting vertices, changing ALPHA, and running the script to set all the vertices you want.

Unless I'm mistaken, even in Blender 3.6, the Alpha of Vertex-Colors, (now Color Attributes) are not fully integrated into the painting system.
You can use Add Alpha and Erase Alpha Blend Modes in Vertex Paint. Starting from a known 0 or 1, you can give your (masked) vertices a quick dab with a brush at 0.5 strength in those modes.. but the feedback isn't there to know you've hit the spot exactly.
Checking via Geometry Nodes, actually the values are very slightly out. So instead, for a job like this, you could perhaps set up 4 Vertex Groups: R,G,B, and A. You can assign all vertices to all groups, and edit their values directly in Edit Mode, viewing the result in a simple material, previewed:

.. having combined the weights from the groups into a Color Attribute, using Geometry Nodes:

The combination can be stored as Byte Color on Face Corners of your mesh, and should export OK.
Until the system is more integrated, at least this get-around gives you positive control, and lets you see what you're doing.


text:
How to use fluid particles to drive smoke simulation
The fluid simulation creates a particle system in the particle tab.
The smoke simulation can use particle systems to create smoke.
I cant seem to get the fluid simulation to drive my smoke simulation.
In rough terms i am having a non inflow single geo of water launched at a collision object and exploding. its got a detailed look and uses several effectors and force fields. i then want this to look like its make out of smoke.
I have tried
1. duplication the baked fluid sim domain. deleting the fluidsim (the particle sims still exist in the particles tab) then adding a fluid inflow and selecting the remaining particle system
-this produces nothing (the particle tab shows that there are however many particles at current frame but i cant get it to display them in the viewport)
2. baking out the fluid as a mesh then saving it as a alembic, reimporting it as a mesh sequence, then adding a particle system to its volume
-this works, but looks bad at the particles are random and cause little dots of smoke to randomly appear and there is no inherited movement from the fluid system, sadly this is the closest ive gotten.
3. Using guides. this does not appear to work in v3.5 but i got it working in v3.3. it is very slow and i cant not get it to match the look at all of the fluid system. this might be because the inflow cant be matched up maybe because the water is a geo of water that is launched and strikes a collision and goes all over. The only tutorial on this i have seen using a matching constant inflow for both water and smoke.
If anyone can give me any insight into this i would be most appreciative as searching for information on this has been rather hard.
Tanks for reading
-Borb


text:
Downloaded asset has bones but I cant manipulate them
I have this asset that has bones listed in the Outliner but I cant seem to find the bones or manipulate them in Object or Edit view. It even has an animation that shows its bones working together and being animated. I've attached the blender file. Please instruct me on how to rig this thing so I can edit poses and create my own animations.

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

everything seems normal here, the bones are displayed as sticks, you can change that in the Object Data > Viewport Display > Display As and choose Octahedral for example. You can manipulate them in Edit mode or in Pose mode. You can't manipulate bones in Object mode, only the whole armature.


text:
i can only see blacky images while importing fbx file in blender
I have a textured model in blender. i tried to export it as a fbx file. and again I opened the fbx file in blender. after i importing i can only see full black body images not textured. could you please any one help me to solve this issue

Try opening each of those materials in the node editor to see what's going on. Sometimes when you export models made in other programs, one thing or another is lost in translation.
Make sure all the textures are plugged in where they should be - into the respective inputs in the shader node - and see if that helps.
I've had to adapt materials in imported assets in a similar way myself. Hope that helps!

sorry i made it in blender only

@ManojKumarerd, it's still worth looking at the materials to make sure everything is present and correctly plugged in. The 'lost in translation' bit can also occur during the export/import process, what with the multitude of options.


text:
Is pen pressure supposed to be dependent on the strength setting and is there a way to unhook them?

Drew 1 line with the mouse, the next with the pen trying to go from softest to hardest. If the strength is set on .1, I can't draw hard enough to get to .5.
In photoshop ect I can get the full pressure range, but not in Blender. My first pen (a Huion) and not sure if this is proper functionality in Blender or if there is a way to turn it off.

For others coming across this. The default tip didn't work right for whatever reason in blender. Makes no sense why it worked better in PS. Changed the tip out and it's been working as expected for months now in blender.

The following two toggles will allow you to enable and disable pen pressure

In photoshop ect I can get the full pressure range

If you want to have the full pressure range, always keep your strength at 1.000. the strength slider sets the upper limit of strength that your pen can output.

Thank you. Couldn't find anywhere that the strength slider sets the upper limit. Guess the pen I got doesn't work well with blender because mine isn't working like that.


text:
How can I rotate by dragging the manipulator again? Like in the gif

I can no longer grab the XYZ handles anymore in rotate, but can still grab the white one. Grabbing anywhere inside the white circle just does a free transform, not along an axis.
Not issues with grab or scale.
Tried a new project, same issue, so guessing I changed some blender setting.
Hitting R and XYZ still works, but would be nice to be able to grab again sometimes.
Also, duno if it matters, if I hover over the manipulator, it says trackball style even tho Orbit method in preferences is set to Turntable.

make sure the orientation mode is set to global

Still fairly new. I'm almost always on global, but curious the logic. I thought that only changed the direction/orientation of the transform, now how it worked/was interacted with.


text:
Bones for my mesh will not move with the mesh even though the mesh itself moves just fine

Bones not moving with rigged mesh even though the mesh itself moves fine

hello, probably a bad weight and you need to correct a bit, please share your file: https://blend-exchange.com/

Probably thoose bones are part of the Metarig, which is unuseful after the rig has been generated. Simply turn it off (but don't delete it, because it can be useful later for tweaks or modifications of the actual rig).
If you're looking for the deforming bones, search and activate the "DEF" bone layer (4.0 and above) or the 29th bone layer (3.6 and below, counting from 0 to 31).


text:
Exporting 3D model with texture from blender
I have imported a high resolution GeoTIFF as a "plane" in Blender. I then make the plane the same size as the image pixel. I then subdivide the surface, add a displacement modifier and this then creates a 3d model of an area of land I am creating a 3d map of.
I then drape my premade map over this by adding it as a material (choosing image as base colour).
I can export nice images, animations etc from this. However, I am struggling to figure out how to export this as a 3d model where I can view the full model with the applied texture, i.e. when I open the STL / OBJ in windows it just shows the plain white model with no image overlain.

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures


text:
Import obj ad texture and export aws obj,
I am totally new to blender! I have a program the produces an obj and mtl file, when viewed however all the texture info is gone they are plain objects.
My question is how to add a texture to these OBJ files and export the obj with textures intact.
I can save the texture files manually(in aforementioned program) and add them in latter after import to blender. Would one delete the mtl file prior to import so that its correctly added on export?!
I have watch a few youtube vids and looked at some of the answers on here but none seem to fit. One said to switch from object mode to edit mode, but the bottom panel has no option to enter 'edit mode'  only 'object mode'.
Can any one help?

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/

you can't export Obj file included texture in it. if you want to transfer your Obj you should transfer your texture too; then attach texture to Obj from new directory.
for using edit mode in blender 2.79 you can use "tab" Button. in blender 2.8 press "tab" then select edit mode.

When I click or rather use the tab key it appears to do nothing I'm really in need of an answer to the in bold question. Thanks for your import to the discussion.


text:
How to change base of Bolt - Bolt Factory
I'm trying to design a model of a device that I will try to 3D print.
One core element of this device is, that it has a thread. Imagine a pen with a thread around it.
So I thought the Add-on BoltFactory will give me a good starting point.
But my challenge is, that I want my device to continue as a straight Cylinder at the base, about the size of the minor diameter of the screw. Basically a version of the shaft on the top, but at the base of the bolt.
But with the pitch value I chose, the base of the screw gets quite pointy. (Image 1)
I've had different ideas to solve it. But they all include either quite a lot of manual work or they make a messy mesh.
And assuming that I will have to tweak the bolt values after my first printed prototypes, I fear that it's gonna be very inefficient if I have to manually connect a cylinder to the bolt every time I tweak the settings. Like I did in image 2.
So does anybody have an Idea on how to achieve this efficiently/or in a non-destructive way?
Or is there a possibility we might get a feature in the Add-on for the base shape and size, like there is for the shaft?
Thanks for the help! :)


text:
Why Loop cut not cutting completed
Image 1

Image2

When I do Loop Cut as in image 1, its not coming like image 2.. what can be problem , I have removed doubles , manifold geomertry, etc. nothing works fine for me..
I have uploaded the blend file here - https://filebin.net/n3mrxwjbsvcs02ck/GoodDinasoure.blend?t=wuah6hdx
Please help i am following some tutorial and struck here.. otherwise i will not able to complete.. thanks

You have a ngon but you don't see it because you have 2 of its vertices overlapping, so remove one of those, or select all and remove doubles with enough Merge Distance (0.02).


text:
Mesh got damaged while modeling

My Mesh is damaged as shown in pic, I was modelling a Dinosaur and could not see other side, but suddenly when i checked there is some damaged mesh shown in pic. I was using Sculpting before that. Can anyone tell what is the problem in it ?? I have uploaded the blend file here -
https://filebin.net/wnzix0e6s7s23bk8/BabyBoss.blend?t=aegqgh60
I am learning blender and not sure where i did mistake, can you help me how to rectify?

You have a bad topology on this part of your mesh, like edge crossing faces, even if you fix the topology it won't fix your problem, but it may have messed up with your sculpting (? just an hypothesis). So maybe fix the topology, then delete your Multires and recreate one?

With such a complex model, you should find the way to make a loop cut in the middle of it (down the spine of the animal). Eliminate the damaged side and use a mirror modifier. That should fix it and help you go faster overall.


text:
Extrude bones are not connected?

I have extruded the bones from the trail side and all the bones are connected (on Left Side) and when the extruded on the head side of the bone, the new bones are not connected to the main bone.
The selected bone is the first bone from which i started creating armature
Am I doing something wrong ? Pl help

https://blender.stackexchange.com/questions/74215/why-is-this-bone-suddenly-not-connected


text:
How to access per-face UV assignment via API
In Blender 2.79, how can I find the per-face UV image associated with a given face? Essentially what I want to do is this (pseudocode):
for face in mesh:
  if face.uv_image == "some_image.png":
      do something
  else:
      do something_else

Dont think images are assigned on a per face basis. Look at the python operator mesh uv template in text editor.

It's a fairly antiquated feature but it does exist. Generally Blender refers to per-face images as "TexFace"

Found it. This code prints the name of the TexFace image for each face of the mesh:
import bpy

object = bpy.context.object
mesh = object.data

for face in mesh.uv_textures['UVMap'].data:
    print(face.image.name)


text:
Decrease motion speed by proximity
I have an object controlled with motion actuator and need to decrease the speed on all axes as it gets closer to another object with certain property. How do i achieve this?


text:
Delete part of the mesh using python
Is it possible to recursively delete a polygon and all vertices/faces connected to it, based on the index of this polygon?
In other words...knowing the index number of one polygon of a Cube, how can i delete the entire Cube mesh?

Yes, there are a couple of ways to do this.  This one assumes you want all of the faces from the same island as the face you selected. Note that this will leave you with a mesh object that contains no mesh as it doesn't delete the object when it's done.
import bpy
import bmesh

# https://github.com/Aadjou/blender-scripts/blob/master/bmesh-get-linked-faces.py
def get_linked_faces(f):
    if f.tag:
        # If the face is already tagged, return empty list
        return []
    # Add the face to list that will be returned
    f_linked = [f]
    f.tag = True
    # Select edges that link two faces
    edges = [e for e in f.edges if len(e.link_faces) == 2]
    for e in edges:
        # Select all firs-degree linked faces, that are not yet tagged
        faces = [elem for elem in e.link_faces if not elem.tag]
        # Recursively call this function on all connected faces
        if not len(faces) == 0:
            for elem in faces:
                # Extend the list with second-degree connected faces
                f_linked.extend(get_linked_faces(elem))
    return f_linked

def del_adjacent(object, index):
    if not object or not object.type == 'MESH':
        return;

    if object.mode == 'OBJECT':
        bm = bmesh.new()
        bm.from_mesh(object.data)
    else:
        bm = bmesh.from_edit_mesh(object.data)

    bm.faces.ensure_lookup_table()
    bm.edges.ensure_lookup_table()

    for face in bm.faces:
        face.tag = False

    try:
        face = bm.faces[index]
    except IndexError:
        return;

    to_delete = get_linked_faces(face)
    # https://docs.blender.org/api/current/bmesh.ops.html#bmesh.ops.delete
    bmesh.ops.delete(bm, geom=to_delete, context='FACES')

    if object.mode == 'OBJECT':
        bm.to_mesh(object.data)
        bm.free()
    else:
        bmesh.update_edit_mesh(object.data)

if __name__ == "__main__":
    del_adjacent(bpy.context.active_object, 1)

If you only want to delete the specified face and the faces adjacent to it, then substitute this version of get_linked_faces:
def get_linked_faces(f):
    edges = [edge for edge in f.edges if len(edge.link_faces) == 2]
    faces = [f]
    for edge in edges:
        newfaces = [elem for elem in edge.link_faces if not elem == f]
        for elem in newfaces:
            faces.append(elem)
    return faces

In the cube example, this will leave you with one face, the one opposite the one you selected.

Thanks...in case i have 4 verts indexes? Can i remove the entire polygon?

Yes.  You can write code to find the rest of the vertices that make up the polygon.  I suggest you write a separate question for that case, as the code is a bit different. ince you're apparently a new user to Blender StackExchange, you might want to read What should I do when someone answers my question? and perhaps accept my answer.

I appreciate your help https://blender.stackexchange.com/questions/249321/delete-polygon-using-python

I'll answer your new question in a few hours when I have time, if nobody else has answered it in the meantime.


text:
Add lines to connect faces

Is it possible to create lines/curves and "connect" all the faces, on every axis, like show in the image?

What defines which faces should be connected?

Distance. All faces has the same distance from each other. I'm trying raycast but no luck. For me this node is totally unpredictable.

How did you raycast, along that line? That can't work bc. your planes have a 0 z dimension. If you placed those cubes yourself, shouldn't the order be able to tell you which face is closest?

@ThiagoM. By distance you mean that each plane should be connected by a line to its closest neighbor planes in straight X, Y, and Z direction but not diagonal? This would result in a grid for the top left view? (Blender 3.1 has a Dual Mesh node. With the node you could convert the planes to a point. Not sure if this helps here)

"By distance you mean that each plane should be connected by a line to its closest neighbor planes in straight X, Y, and Z direction but not diagonal?"
Yes, exactly..i can add a point on every face, but how can i connect this points?

Are all the faces one object? And yes, how did you use the Ray Cast? I think this would easier to do with a script.


text:
Hide internal faces of a mesh with instances
Is there a way to hide internal faces/vertices of a cube instance that is placed along the plane? I've thought on something like hide faces that are in same position or too close but couldn't figure out how to do it.

Hide. Whats the diference using Cube primitive?

Hiding usually means still having the geometry but not displaying it for whatever reason. Your question is missing an explanation why you need that, do you want to only remove internal faces, or also realize the cubes? Maybe also merge them. Why are you instancing an existing cube object rather than using Cube node? Maybe you're planning to replace the cube with something different later? This most probably would render any solution for the cube alone ineffective...

To combine multiple meshes without keeping the intersecting geometry, use the Mesh Boolean in Union mode:

Mesh boolean crash blender on larger planes.

If your only problem with Jummit's answer is that it can crash Blender (perhaps too many booleans is just too heavy on CPU), then it seems you're fine with merging the vertices and you simply want to end up with a single cuboid with subdivisions analogous to the plane subdivisions. Something like this could work then:

@ThiagoM. see my last comment under your question: it's unclear what you need. For example, when you ask "is it possible to combine these nodes with the ones I already have?" - the answer is of course yes - just put them side by side and use Join Geometry node to connect them. It's most probably not what you actually want, but I'm honestly unable to guess what you actually want to achieve.

What is not clear in my question? I got a plane, i got a cube, i place instance of this cube on every vertex of the plane. I need to hide/not render the faces/vertices of those instances that are in the same position, or inner faces. Mesh boolean gives me the expected result but it doesn't work with a high vertices count.
Can you show me how the nodes you suggested would work combined with the ones i already got?

@ThiagoM. One thing that is not clear is what do you mean by "hide" - normally we call it "deleting". If you hide something, you expect it to still affect some stuff, e.g. physics. Another thing that is not clear, is why you would want to merge the old node setup with a new one, if the new node setup does everything the old setup does. An analogy to that would be buying a new car and asking the seller if it can be merged with the old one. Perhaps the analogy is wrong, but that's how I understand your question.


text:
Setting up denoise light group help
I've created light groups and I need to render sequence (60 frames) in multilayer EXR with denoised passes.
Is it correct setup and is it possible to render this sequence in blender?
This setup works only for  Single render (F12) but I need sequence (Ctrl + F12).
When I try to render animation and check first frames denoise doesn't work.
Also I've got incorrect colorspace by just setting it in File Output node, so I put Convert Colorspace and it's worked

Found solution by downloading addon Blender_Exr_auto-pass_saver (https://github.com/3d-io/Blender_Exr_auto-pass_saver)
It's automaticaly creates EXR Multilayer node with all enabled passes even light groups in compositing and works perfectly with denoise node and Render Animation


text:
How to change default settings for STL export (new one, not legacy)
TLDR: How to change a default settings to (new, not legacy) STL export?
Before Blender 4.0 there was an STL import/export script where we could change default settings (\scripts\addons\io_mesh_stl\__init__.py)
On Blender 4.0 they added a second STL script and in Blender 4.1 it is now a default one and the old script is now named 'legacy'
I can still change the settings of 'legacy' but I can't find a file of the new STL script (unless it's \AppData\Roaming\Blender Foundation\Blender\4.1\scripts\presets\operator\wm.stl_export\__pycache__\Default.cpython-311.pyc - wich I don't think we can change)

Some of the importer/exporters have been rewritten in C++ rather than python for speed. That may be the case for this one.

Ok, so for now it is not possible to change default settings? Or is it hidden somewhere in some 'main' file with all rewritten exporters

No idea I'm afraid. Anything in the Blender manual? I've never used that format but it looks as if you can add Operator presets (top-right) with the '+' key in the file selector which presumably will be saved automatically.

In manual I only found a new operator name bpy.ops.wm.stl_export but it ave me nothing
Operator presets changed nothing, I still would need to select this preset so I can just click on the 'selected only'
Anywa, thx for answers :)

I haven't found a way to definitely change default settings but if your need is to be able to one click open an export window with custom settings, you can do it using a keymap :

Create a keymap to the export STL action, with a right click on File -> Export -> STL (.stl) :

Specify default export values in Edit -> Preferences menu, in the Keymap tab, for the entry Window -> Export STL :

Thanks
Maybe it will be even better than changing default values
I used a search bar for fast export but exporting through a shortcut is even faster (just need to remember the key and to add it again after an update)
I installed an 'Is key Free' addon to check what keys I can use. Took 'ctrl+ down arrow' for exporting to STL

That was extra helpful. HUGE thanks for the tip.


text:
hello i want to port 3D render to Blender
I know a friend of mine he build 3D renderer better then Corona.
How can I port that engine to Blender? By the way he built his engine into Lightwave3d and I told him about the idea he told me you need to find someone who can port it.
I want to learn how to port 3D engine render to Blender.

Sorry but this is a Q&A site to help with problems using Blender and its built-in addons so your question is off-topic here. There are no Blender developers here, nor does anyone here work for or have any association with the Blender Foundation.

so what this website is for?   if its not from blender fondation or  anyone can coder here !!what is the points ? for addon built in blender wich mean addon already built in blender by Blender fodation , or thirdparty . can you please  delete my account. i dont care if a blender coders here or not any coders can contribute on this new engine. tell me how i delete my account for not receiving any pm from this thnx in advance . take care of your self.

https://blender.stackexchange.com/help/on-topic. You can request that your account be deleted here if you wish but deleting this question yourself will prevent you receiving any further contact about it.

I would try examining the internals of existing render engine add-ons, such as POV-Ray. Also, I found this page in the Blender Python API docs which could be helpful.


text:
Why can't I see my Volume from every angle?
Why am I unable to see my Volume object from every angle within my grease pencil scene?

I tried checking In Front for the volume and deselecting In Front for the grease pencil object.
I tried moving the volume up in the outliner.
I tried adjusting the volume itself in density and displacement.
I made sure it was visible in the Outliner.

I noticed that when I turn off the visibility of the grease pencil background I am able to see the volume from all angles. That lead me to think the grease pencil was set to show in front but it was not.
I am using Blender 4.2 and I'm trying to use this feature to create a smoke-like chalk dust effect in my animation.
The pictures are from different times. But I still face the same issue.

Is it possible the material is blocking it?


text:
multi-file add-on cannot find import
I am working toward have a multi-file add-on, as our add-on is getting pretty long. I'm starting with a trivial example to build up from and can't even get that to work.
I have two files at top level in my project, simple_addon.py and simple_panel.py, borrowed from the Blender Scripting Tutorial.  If I put the panel contents into the simple_addon.py file, all works. But when I separate it out, Blender cannot find it to import.
I've tried
import simple_panel
  File "/Users/ron/Library/Application Support/Blender/4.0/scripts/addons/simple_addon.py", line 1, in <module>
    import simple_panel
ModuleNotFoundError: No module named 'simple_panel'

from simple_panel import SimplePanel
  File "/Users/ron/Library/Application Support/Blender/4.0/scripts/addons/simple_addon.py", line 1, in <module>
    from simple_panel import SimplePanel
ModuleNotFoundError: No module named 'simple_panel'

I tried adding an __init__.py and using that as the addon, which doesn't load anything.
I tried
from .simple_panel import SimplePanel
  File "/Users/ron/Library/Application Support/Blender/4.0/scripts/addons/simple_addon.py", line 1, in <module>
    from .simple_panel import SimplePanel
ImportError: attempted relative import with no known parent package

I'm sure that from a working example with two files, I could grow my solution. Can anyone show me an example that will work? Ideally, it would allow subfolders but I can either live without those or work it out from a simpler working case.

The existing add-ons all have an __init__.py that says, for example: from . import foo, but when I create an init like that, Blender doesn't even add anything. Still confused. A working example that can be added as an add-on, with a couple of separate files, would be great. BTW, Blender 4.0 and MacOS. Thanks!

i created an addon template with some simple automatic config https://github.com/hkunz/blender-addon-template read the README.md for more info. let me know where u find problems.

create a folder

put your working (!) add-on with the name ´__init__.py´ in it

add another .py file with additional code (let's name it "another.py" as example

add this to your ´__init__.py´ file:  "from .another import *"

now you can call/use whatever you defined in another.py in ´__init__.py´

right click on your folder of 1) -> compress

-> now you got a zip file, which you can install as add-on

Hint: in Blender 4.2 use install legacy add-on (don't know whether that's in 4.0 the same, else just install "normal")

Thank you! I didn't know that I had to zip the files, but that, plus your other instructions, has me on the right track I think. To get the __init__.py to have the underbars, use a single back tick on each side of the string. And in English, the Menu item is "compress". Thank you kindly! I think I'm on the way!

I am going to assume that I need to do the reload / optional import trick that is shown in the various examples and add-ons that ship with Blender. Is that necessary, a good idea, or too much? I am sure that we'll be updating this add-on from time to time, so either we'll have to delete it manually or do the reload?

@JanetRossini: thank you, i updated my answer. tbh i would recommend using VSC to write you add-on. There is an add-on from Jacques Lucke for VSC with which you can automatically reload your add-on without opening + closing Blender. Video tutorial: https://www.youtube.com/watch?app=desktop&v=q06-hER7Y1Q


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Why is the work top clipping out when i got to camera view?
[full renderThe camera's location and rotation shouldn't cause it and it only happens in camera. I am the noobiest of noobs so please be polite and patient with me. I'm sure you will all say just scale it down but i really don't want to. Image of problem, worktop clipping out in corner behind monitor.Trying to add more pics from other angles but can't seem to so sorry for that. Probably to old for this.

I would guess it would be the camera clipping “end” isn’t set to a high enough value try changing it from 100.000 to 200.000 see if that works, under camera properties.

Perfect!! Thank you, as easy as that may have seemed for you I've spent a fair bit of time moving lighting, adjusting camera angles, blah blah. Never once looked into camera properties! Thanks for the fast reply. FIXED

No problem something I just spotted in your screenshots