text:
Create rigid part on a cloth object
Is it possible to create a rigid part that react to physics on a cloth object ?
For exemple in the following image i've put the right part of the mesh as fully pinned, and put a monkey head under the mesh.
I'd like for the highlighted part to be rigid, not bend at all and keep its form.

I've tried to add springs or change the pinning values also touched the property weights, am i missing something or did i not change the values correctly, if possible ?

@John MC, I think he wants the left part to be rigid but not stay in place

yes, i want the left part to be able to move with physics, not staying in place

Well, kinda, look what I've done:

So, I started with your setup, and made 2 objects to be parented to corners (Using Vertex Parent (Ctrl+P in edit mode)) and 1 long object in the middle (also vertex parent):

Then I added track to constraints to rotate the long object:

So that the rotation of central piece is now like interpolated between positions of 2 corner pieces.
So the last part: I duplicated cloth, add the opposite corner to the Pin vertex group, and added a new vertex group with only the opposite corner to be driven by position of central piece using Hook modifier:

Order of modifier and cloth is important!

Finally, original cloth should be hidden from view and render. The method is not perfect, but I would like to see something better

Thanks !!, it works though it's quit tedious to do and it can cause some clipping.

As I said, it was not perfect


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Why is the polygon not smooth?

I have done the set Shade Smooth, and deleted the faces then recreated it. It still looks like this.
Why?

Try recalculating normals.
In edit select faces/vertices and go to Mesh » Normals » Flip.
Alternatively you can use the Alt + N shortcut

Thanks man, it`s a normal problem, there is a extra polygon on the surface, which affect the normal vertex. Generally, it is the normal issue.
thanks for your help. Have a nice day.

source: Stack Exchange

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

sort: votes


text:
Confuse about <Curve to mesh> node in Geometry Node

Hello,
I add two quadratic Beziers whose end vector is (2.0.0) and (0.3.0)and it forms a mesh along X&Z. It's acting strangely! Should not it be along the X&Y axis? I did not give it any vector on the Z-axis.
Can you help me solve this? I've attached a screenshot of what's happening.
Thanks!
————————————————————————————————————————————————————

You can probably change one or other of your bezier curves in a different direction [X, Y, Z] to meet some goal. Please show those investigations in a new screen capture.   That might only take only 38 minutes or less.  What is your goal with the geometry nodes above?  If people know your goal then they may provide a solution.  Please show as similar node system using the provided circle as a cross section and the result can be a tube.  Please state if such a system meets your expectation.

Is the object itself rotated?  Please show the rotation data in a screen capture.

I have checked the rotation, please see the screen capture !

I just want to clear about the logic behind.

When you use the node Curve to Mesh, the following happens:
It uses the calculated local coordinate system of the main curve for the orientation of the profile curve, instead of the global coordinate system.
Primarily, this has to do with the fact that your main curve has its own "top", or local Z-axis, which results from the points of this curve (and can therefore vary greatly).
A curve starts at the first point and extends along all further points. This results in a vector that defines up direction of this curve per curve point. This is the local Z-axis or the tangent of the curve points.
This means:
The axes of the profile curve are aligned according to the rotation of the curve points of your main curve!
Thus a translation of the coordinate systems takes place.
Unfortunately, I cannot explain to you here completely exactly, how these axes are calculated, since here still other factors play with, but essentially the calculation is based on the cross product of the local Z-axis of the main curve (tangent) and the global Z-axis.

Note: The value for the tilt of the curve also plays a crucial role. This value influences the rotation of the individual curve points again additionally and lets the local coordinate system rotate per point around the local Z-axis!

Tip: If you always extrude the main curve into the Z-axis, it will be easier for you to keep track of these rotations, because then the whole coordinate system will not rotate in such an unpredictable way. If you end up needing a different rotation of the mesh, just apply the node transform afterwards.

Anyway, I've created an example for you that shows this behavior a little better and that you can experiment with further:

(Red/Green/Blue = X/Y/Z of the main curve; Purple = direction of the profile curve (global); Yellow = rotation of the main curve applied to the direction of the profile curve).

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


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Animate an object being shaped in a mill or something similar
I want to animate two objects intersecting. When object A intersects object B I want to cut out the intersecting part of object A. I have tried the boolean modifier but the intersecting parts reappear, when the emerge from object B. Maybe I could do something by making object A non rigid and really soft...
Here you can see an object whose intersecting parts with the corridor are only gone while they are intersecting. What I actually want is that any part that ever intersects with the corridors is removed from the moving mesh.
Another problem is that I can't build object A from multiple meshes which disappear when I need them to because I'd like a dynamic solution which always works when completed
Sorry if this is a stupid question but I am still fairly new to animating in Blender.

hello, it would help if you showed some screenshots of your objects etc...

I hope it is better now with the added image

you could create an invisible object that will keep the cut part?

Not a stupid question, but a hard problem for sure. Related: How can I create a boolean mesh to replicate the movement of a milling bit?


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DAE file not importing as expected
I am trying to import a guitar strap from Daz to Blender. When I try to use the Daz to Blender bridge, then the object does not look good at all. Kind of mangled/distorted and not even on the same axis.
As a workaround, I exported the guitar strap from Daz as a Collada .dae file, which brings me to my situation.
It imports the file, but not as expected. There are dots drawn exactly where I would like the guitar strap to be, but yet the actual guitar strap is found on the floor -- see attached screen shot

The following screen shot is that of the guitar strap within Daz

As you can see, the dots within Blender show perfectly how I would like the guitar strap to fit, but the object is lying flat on the ground of the scene. I am assuming that Blender knows this is the "path" for the file. How can I connect the dots/path to the file?
Thanks in advance
EDIT: removing blend file because it contains an object that was not created by myself

In case someone else faces this weird delimma that I cannot find anywhere else, exactly like my situation, then I thought I would at least post my workaround.
First, I went back into Daz and made sure that the strap fit perfectly, using the perspective view to move back and forth between one end of the strap and the other end.

Second, I deleted everything but the guitar strap and saved it as it's own file.

Third, I exported the file as wavefront .obj with these custom settings

Forth, I imported wavefront .obj from within Blender, by using these parameters

Fifth, it fit perfect, as if it were made for it

Turned out pretty good


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Creating random positioned cracks on pre made model
I need to apply cracks on model. I've tried to use boolean with crack shaped objects on bigger object but renders take too much time. Also I need 500 renders. Any suggestions ? In the figure below crack is circled. Crack should be on the diffrent positions and diffrent rotations

Hello could you please show some screenshots?

Yes, I will edit the question

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


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How exactly do I rig this glow stick? It's probably really simple but I'm new
Sup fellas, I am making a project in external software. And need an animatable rigged glow stick, so I modeled one.

After realising that rigging is extremely difficult for me, I tried somethings out
as you can see below, I am attempting to make that middle small bone the root bone, and then put two outer bones on each side that I can animate, is this possible?

and if so, could something be so kind to walk me through it?
EDIT: The animation I would like to perform on this model is someone grabbing it, and craking half of it like a glow stick. So half of it stays static in the person's hand, while the other half bends.

You need to tell what kind of animation you want to do, what your object is supposed to do? Is it rigid, does it bend, etc?

FIXED! My bad, I forgot about that haha.

If you just make a chain of 2 bones from the bottom to the top and weight it properly, wouldn't that be enough? Then the character grabs it from the first bone and bends it with the second bone.
How familiar are you with rigging? Maybe check out some basic rigging tutorials first, then you'll have the tools to rig this stick.

This is a good intro to rigging in Blender and probably enough for what you're trying to achieve:
https://www.youtube.com/watch?v=IAiTYaiZmY0&t=490s&ab_channel=GrantAbbitt


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Extrude curve into 'shell', evenly thicken shell
I am entirely new to blender. I am trying to create the cover of a closed book, to that end, I have made a mesh that consists of edges and vertices (it is currently only shaped properly on the left of this image, I intend to add a mirror modifier later to fix this):

I then extruded this into a 'shell':

So far, so good.
Next, I want to solidify the faces. This goes badly:

I think I understand the issue - each face gets solidified separately, and they therefore extrude different amounts, and along different normals. I just don't know how to fix it. I tried merging the faces into three faces (flat left, flat right, and bent centre), but that just removes all of the shaping.
EDIT:
Object mode -> CTRL-A

have you applied scale (CTRL-A and select scale) in object mode?

If I press CTRL-A, scale is checked, yes, I'm not sure if that's what you mean

In object mode, CTRL-A should bring up a popup menu.  click on Scale to set the scale.

I've added a screenshot of what comes up when I do CTRL-A and click on scale

The Solidify modifier has an 'Even Thickness' checkbox just below the 'Thickness' field which might help.

Maybe your topology is just too dense, especially near the folds. (That might be making duplicate verts, or other faults, harder to find, too.)  You could start more simply, and then give the mesh a Subdivision Surface modifier. Below, all with Solidify. Only the outer surface is modelled:

All with Solidify, Bevel modifiers.

Before subdiv. 2. After Subdiv. 3. With the Solidify aimed at a weighted vertex-group to vary thickness.

Trying out the Solidify modes can subtly change where the surface 'kinks', without damaging the topology


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Reset object axes to object's axes of symmetry
I am not quite sure how, but I have managed to set the object normals to be the same as the global normals:
Axes in 'Global' mode:

This is expected.
Axes in 'Normal' mode:

I would expect one of the axes to run parallel to the length of the object.
I need the axes to be back to where they were. I understand that this cannot be done for arbitrary shapes, but in this case, the object is symmetrical around that point only along the normal axes that I want, so I would expect there to be a way to snap the axes back.
I certainly had the axes in the correct place at some point, I'm not sure what I did to break them.

some combination of rotating the object in edit mode and/or applying rotation in object mode, possibly

@MartyFouts Yeah, I'm pretty sure that's what caused it. How do I fix it? ;)

https://blender.stackexchange.com/questions/170977/how-to-change-objects-local-axis by hand but I don't know a way to automatically make them reset

You must have applied the rotation of your object (its local orientation is now aligned with the global orientation). If you want to realign the local orientation with the orientation of your object faces, you can do it this way:
Select a face of your object in Edit mode and in the Transform Orientations panel click on the + button to create a custom orientation that is aligned with this face normal:

In the Options panel, enable Only Affects > Origin in order to be able to move and rotate the object's origin:

Go into the header menu > Object > Transform > Align to Transform Orientation in order to align the origin's orientation with the custom orientation:

You can deactivate the Only Affects > Origin option and go back to Global orientation in the Transform Orientations panel.


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Unwrapping doesn't follow UV editor
Oh, mighty Blender elders.
I'd like to know if this is a bug, or intended behavior.

What is going on
I have three textures with different aspect ratios. 1:1, 2:1, 3:1.
But when unwrapping, the UV map aspect ratio is always based on the image selected in the shader editor.
It seems that unwrapping depends on your shader editor image texture, not the texture in the UV editor.

So, in some cases, there's no way to match the correct aspect ratio.
Example:
2:1 in UV editor, 3:1 in shader editor.  And no way to match the correct ratio.

Additional notes:
This concerns all UV unwrap methods and projections.
Correct aspect ✓ doesn't work either - it only switches to 1:1 ratio.
Even after removing an image from file, Blender still unwraps in it's ratio.

Question
Is this intended behavior?
Or is this a bug that should be reported?
Here is the file for testing, images included.

yes it took me time to understand until I understood that you have to select the Image Texture node. Actually as a beginner you expect the unwrap to be 1:1 whatever is the selected image in the UV Editor. I don't know why it doesn't work that way, it might cause problems that I don't get...

I've made a small mistake in my first example, that you've corrected, of course :  If you select 1:1 in the Shader Editor, and select 1:1 in the UV Editor, you'll see the correct scale, then if you select 3:1 in the UV Editor, it will be scaled 3 times on the X axis (and not 1/3)

The UV scale will depend on the scale of the selected Image Texture node in the Shader Editor, but its appearence will be stretched in the UV Editor, depending on the selected image here. If you select the same image in Shader Editor and UV Editor, the UV will appear at the right scale.
If you select 1:1 in the Shader Editor, and select 1:1 in the UV Editor, you'll see the correct scale, then if you select 3:1 in the UV Editor, it will be scaled 3 times on the X axis.
If you choose 3:1 in the Shader Editor and choose 1:1 in the UV Editor, it will look scaled 1/3 of its X scale, if you switch to 2:1 in the UV Editor, it will be 2/3 of it X scale, it will only look good if you switch to 3:1 in the UV Editor.
It works as expected, but it surprises a bit at the beginning.


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Why Cycles renders some faces black?
I have imported a model as obj. from rhino to blender. When i use the Cycles render, some faces are black no matter which material i choose. I have already tried to flip the normals but that didnt work.
I also tried to delete a face when in edit mode and replace it with an extruded edge but that doesnt fix the prblem either. I can only delete the faces and replace them with planes in obj mode.
Here are some pictures of the problem.

Also in material preview mode some models appear with a gradient on them.

overlapping faces? clear custom split normals data?

no overlapping faces. i didnt know about the 2nd one but i found that button under geometry data and hit it but didnt fix the problem. Is that what you meant?

yes that's what I meant, maybe share a part of your file where we can see the problem: https://pasteall.org/blend/

https://pasteall.org/blend/9a441f0b245348d3960ad5258dc6bff7
take a look if you can

Those issues are caused by two things Z-fight https://blender.stackexchange.com/questions/21/how-do-i-avoid-rendering-glitches-from-overlapping-faces and wrong Face orientation https://blender.stackexchange.com/questions/12165/how-to-make-all-faces-flip-to-the-right-consistent-direction ... and because Face orientation is bigger issue here I voted as dupli of FO.


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Cloth clips through object only at a specific rotation
so i have this cloth animation, its a plane subdivided 50 times

and this is what happens when i make it collide against a resized cube (it works as supposed to, no clipping nothing weird

but if i rotate that same cube, clipping occurs, does anyone know a solution to this?

blend file:
https://pasteall.org/blend/ae9b0cbb328c41868db2dd209291be0a

First thing to ever do in cases of weird physics: apply scale.

if Nathans hint doesn't help, pls provide blend file

i tried applying the scale on both objects but nothing changed, just added the blend file

The settings look good, not sure why the cloth gets into the cube and tries then "to crawl over it".
To prevent this go to the Physics Properties tab and uncheck Collision > Softbody & Cloth > [_] Single Sided.


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How am I improperly exporting fbx rig?
When I export my fbx rig animation I get strange unwanted scaling and rotation transforms.
This is the animation in Blender

When importing into Unreal Engine the animation does not appear like in Blender.
I heard advice to scale the Blender world to 0.01 then 100x scale the mesh/rig and then apply all transforms to get it to work in Unreal.

When I finally apply the scale transform to the 100x scaled up model still within Blender during this aforementioned process, I get strange distorted transforms.

It appears like the mesh is being further scaled up another 100x somehow but only on one axis? I haven't found a way around this to test if applying these transforms correctly will fix the issue.

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

I've added screenshots with some annotations, hopefully it is more clear now!


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Animation Nodes - How do I swing in the text?
The first example I worked on is immediately below. It is a little clumsy by hand (never mind). How do I do that with Animation Nodes?
(Words below are from my little niece, when she always asks me to swing her.)

I did something a little different in the latter below. At the start of video, I gave the letters little more distance to the right. How do I swing in letters individually with Animation Nodes?
Assistance appreciated. Thanks in advance.

Each character follow the path of a quarter of a circle, it starts from its right side and ends at its top. So it is clear that our characters' path should be parameterized by the equation of a circle where the parameter (angle) range between zero and $\frac{\pi}{2}$ representing the right and top of the circle respectively. The equation of a unit circle whose top is  tangent to the x axis is described by the parametric equation:
$$
\begin{aligned}
x &= \cos (t)\\
y &= \sin(t) - 1
\end{aligned}
$$
Notice that the minus one is just to move the circle down such that its top become tangent to the x axis (Because we want the characters to end up at the x axis). We now have the location of each character. The orientation of the character along the z axis is just $-(\frac{\pi}{2}-t)=-\frac{\pi}{2}+t$. As for the scale, it just animates from zero to one. It should be noted that we can scale the circle to make the characters take a longer path. And of course, we are going to offset each character by some amount by adding to its x location. From all of this, our implementation becomes:

And to get the second result, one just modulate the parameter using a delay falloff:

Fantastic! Thank you very much. You're a star!

Btw, I love your explanation of maths. I am learning much from you and thank you.


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Normal Map Cycles Baking Help
I baked a normal map in cycles with a method I found on youtube where you select the high poly (sculpted) version > then the low poly (non-sculpted) version > then bake with selected to active checked.
This gave me a nice normal map where all my sculpting showed up nicely on my low poly version. HOWEVER, it completed ignored my painted texture on my low poly object. I painted some wood tiles and figured when I baked it would recognize it and add some bump map action however it did not. How would I go about baking my sculpting from my high poly to my low poly version AND my low poly painted texture all onto one normal map image?
I’m creating this object for Unity so I kind of need it to all be on one normal map, thanks for the help.
This is my current node setup.

If you add a displacement texture to your high poly model then the Cycles Engine will bake that out along with the tangent normals. You may need to increase sub-surf/multi-res modifier up to level six to get a good bake. Also, you should bake your painted texture from your high-poly to your low poly so that they match.
Remember, you need a displacement node between your image texture and your material output. I have had the best results using a displacement normal map made from the diffuse texture using a normal map filter in Gimp.

Plug your texture image into the displacement shocket on the material output node. You can add a (converter>>math>>multiply) node between them to adjust the strenght.
Edit.
Excuse me. I forgot that the "selected to active" means the active doesn't count, just the selected. So what you can do, duplicate the lowpoly object, than select all three model. This method gives much better result with Blender render.

Check my edit, I added some more info. I tried connecting the alpha on the left to the material output however still got the same result. Any ideas?

Can you link me a tutorial that includes the baking of a normal map including the high + low poly method + the paint? I have spent the last 3 days looking and still have not found anything. The only tutorials I can find online include the high to low poly sculpt bake method. Thanks


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Locking a local coordinate
I'm using the BGE and I have an object that I defined as a "Rigid Body" in "Physics". I need to lock the X local coordinate but, if I lock it in "Lock translation", this lock the X global coordinate. How could I do to lock only X local?

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


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Why a mesh deforms when I apply Curve modifier?
I need to move a mesh along a curve. I followed the steps in this tutorial: http://www.youtube.com/watch?v=4z0AD_iXr1I  because is very similiar to what I want to do, but when I apply the curve modifier my mesh deforms. These are the screenshots before and after:

Thanks for your help!

If you actually want to move an object along a curve, try this. As for the deformation, it seems like your object might be positioned strangely, but it's hard to say. Could you upload your .blend?

Hi! Yes, my .blend is here: http://www.pasteall.org/blend/28260

There are several problems:

The origins of the curve and the object need to be in the same place.
The cylinder is rotated slightly, try rotating it so that it is horizontal.
The curve is scaled and rotated. You can fix this by pressing CtrlA> Rotation & Scale with the curve selected.

Result:

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


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Enabling GPU rendering in a background script in 2.79
The structure for setting GPU rendering changed in 2.77 and after a bit of digging I came up with the following code that sets the GPU with the new structure:
bpy.context.scene.cycles.device = 'GPU'
prefs = bpy.context.user_preferences.addons['cycles'].preferences
print(prefs.compute_device_type)

for d in prefs.devices:
    print(d.name)
#2.76-
#bpy.context.user_preferences.system.compute_device_type = 'CUDA'
#bpy.context.user_preferences.system.compute_device = 'CUDA_1'
#2.77+
bpy.context.user_preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
bpy.context.user_preferences.addons['cycles'].preferences.compute_device = 'CUDA_1'
#bpy.context.user_preferences.system.compute_device = 'CUDA_MULTI_2' # Uncomment for 2 GPUs

It is picking up the GPU cards and it looks like it is setting the compute device correctly but when I look at HTOP the CPUS are being used. Is there anything I am doing incorrectly here or do I need to add additional commands?

Did you find a solution?

In the end this approach worked, the server I was rendering either didn't have cycles enabled or I saved in the blend file to use CPU.


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Trying to dynamically change height map created from image sequence using bpy
I got quite far creating a plane and loading the image into the displacement modifier to create the heightmap. The problem is I thought I could keyframe different images but I got an error saying the property "image" on the texture was not animatable.
Is there any way I can animate a change to the texture using bpy?
The alternative is I create an object for every single texture and then hide and unhide them but that sounds very ugly to me....any suggestions would be deeply appreciated!
I have added my code below:
# setting up the displacement plane
bpy.ops.mesh.primitive_plane_add(size=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
bpy.context.active_object.name = 'DisplacePlane'
bpy.ops.object.shade_smooth()
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.subdivide(number_cuts=300)
bpy.ops.object.modifier_add(type='DISPLACE')
plane = bpy.data.objects['DisplacePlane']

# load some images for the displacement texture
bpy.data.images.load("//..\\..\\Downloads\\masked\\img0001.png", check_existing=True)
bpy.data.images.load("//..\\..\\Downloads\\masked\\img0002.png", check_existing=True)
bpy.data.images.load("//..\\..\\Downloads\\masked\\img0003.png", check_existing=True)

if not "DisplaceTexture" in bpy.data.textures.keys():
    bpy.data.textures.new("DisplaceTexture", type='IMAGE')

tex = bpy.data.textures["DisplaceTexture"]
tex.image = bpy.data.images['img0001.png']
plane.modifiers["Displace"].strength = 0.2
plane.modifiers["Displace"].texture = tex

tex.keyframe_insert("image", frame=1)
tex.image = bpy.data.images['img0002.png']
tex.keyframe_insert("image", frame=1)
tex.image = bpy.data.images['img0003.png']
tex.keyframe_insert("image", frame=20)

which property are you trying to animate? the syntax is keyframe_insert(data_path=data_path, frame=frame) and you can get the <data_path> by right clicking the property you want to animate and select Copy Data Path

Thank you for the tip, I didn't realise that! I think the simplest would be to change the filepath so I tried the following:  tex.keyframe_insert(data_path=filepath, frame=1)
bpy.data.images["img0001.png"].filepath = "//..\..\Downloads\masked\img0002.png"
tex.keyframe_insert(data_path=filepath, frame=10) but it didn't work.....

oh no no, you're misunderstanding Data Path. Data Path is path to the property to key. Every field (number field, string field, etc) in blender's user interface has a Data Path which you can obtain by right clicking any field (say a number field) in the user interface of blender and selecting Copy Data Path. Say you wanted to animate a cube's Rotation, for that you would need the Data Path of cube's rotation and in order to get that, you can right click the cube's Rotation in the Object Properties which is rotation_euler.

That's why I asked which property you wanted to animate in the image so we can get the Data Path to that property. But it looks like you are trying to animate or shape shift animate from one image to another? Maybe you need to add Shape Keys

I ended up just creating 600 objects and then using hide_render. Thanks Harry for the help and for explaining how to use datapath. I finally get it!


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Domino Effect going off
For some reason when I try to create dominoes, this happens. I have simply made an array following the curve, applied rigid body active to it, then used P in edit mode to seperate the artifacts. However, when I play animation, it just all stacks to center. ( https://www.youtube.com/watch?v=ROGfEtoBxlQ)
Edit: I noticed that the origin axis of all the split objects (596 objects). are all at the center of the original object on which I used the array

wow, this looks awesome :D Have you used constraints or used "connected" from menu?

@Blunder Right? I love how it looks but it was so not intended. I did not use any constraints, but I'm not sure what the "connected" is. I haven't used it I believe, I'm a bit new to blender :D

As you mention in your edit, the origin is not set correctly for each of the separated objects. You need to move the origin to centre of mass for each of them.

@RichSedman do I have to manually do it for everyone? ._.

Select all the dominoes and do "Object -> Set Origin -> Origin to Geometry" and it should fix everything?

As @ronjensen says, you can select them all and set Origin to Geometry (or even better is Origin to Center of Mass) to do them all in one action. Also, while selected do Ctrl+A and Apply Scale to make sure the correct scale and dimensions are used in the simulation.

Ooh yeah it worked neattt! tyty

Great. Please add an answer to your own question and mark it as 'Accepted' (you'll gain some reputation for this and others can more easily find your solution).


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Stick rock particles to the ground
i've been trying to create a rocky ground, using a plane and it's particle effect as i saw in some tutorial. However, even if i follow it step by step the rocks used as particles seem to remain floating everywhere around the plane like this:

The current steps i'm following are:

Create the plane and subdivide, then add displace modifier with cloud texture, then apply object->apply->scale

Create the rock object

Add the particle system to the plane...

Here is my blend file: https://pasteall.org/blend/5629ace07f234c6691b8b3961474e02d
Thanks in advance for any help!

hello could you please share your file?

@moonboots sure, here you have it https://pasteall.org/blend/5629ace07f234c6691b8b3961474e02d

The origins of your particle objects are too far from the meshes. Select your 2 rocks and right click > Set Origin > Origin to Geometry (or move the meshes in Edit mode in order to put the origins wherever you want).


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Set different color to one side of mirrored object
i'm modeling a police car and using the mirror modifier. I want to change some of the police lights on one side of the car only, how may i achieve this? Any help would be much appreciated!

UPDATE:  My intention is to turn red the blue lights to the left side of the car, can i achieve this?
UPDATE 2: FYI I set the lights on the main object to red. Afterwards I had to duplicate the blue lights with Shift + D, then P to separate by selection, then changed the colors of the selection to blue and turned off the mirror modifier!

Probably best to select the lights and use 'P' to seperate them by selection, then go back into Object mode and apply the mirror modifier to them. You can then modify them individually without affecting the rest of the model.

My intention is to turn red the blue lights to the left side of the car, can i achieve this?

Assuming your lights and the body of the car are all one object, this is an approximation of your object:

In edit mode, select your lights then press P and Separate from the menu:

Go back into Object mode and select the lights which are new a new object. Apply the Mirror modifier.

You can now apply different colours to the lights on each side of the car, but the Mirror Modifier will still be avalable on the main object:

Thanks, have to tweak it a little bit but finally worked!
FYI I set the object lights to red. Afterwards I had to duplicate the blue lights with Shift + D, then P to separate by selection, then changed the colors of the selection to blue and turned off the mirror modifier!

Firstly I thought that this thing is probably impossible to do and it would probably be better to apply modifier and change material of those 2 later, but I have found a solution:

This is just my try, it may not be the best solution, there can be a better solution and someone may give you an easier and better answer but you can do it this way as well.


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Getting rigidbodies to react to force-fields
I am new to Blender, and am trying to make a physics sandbox.
My approach is to use rigidbodies that are attracted by force fields to form materials and structures.
My original approach to achieving this was to use force fields; however, force fields appear to not work on rigidbodies; two rigidbody force field generators fail to react to one another even when the strength is set to 100.
Edit: I tried with -1000 strength and 0.001lg mass, and it still does nothing except fall!
I then tried with softbodies. However, they crumple with seemingly no resistance, and this is not acceptable.
How do I get (fairly) rigid bodies to attract to one another?
EDIT: Here is the Blend file. Hosted for 20 days.

For Rigid body, visit the Scene properties, Rigid Body World, and select the Collection that contains your force field.  Oddly -- whereas most blender physics will apply forces from ALL Collections if no specific Collection is specified -- Rigid Body World wants to ignore things unless you specify a collection:

Welcome to the blender world of sometimes un-intuitive workflow, Abdullah!
Here's an example with cube (mesh) and Icosphere (Convex Hull)

It worked with a mesh cube, but didn't work with mesh icosphere. it also didn't work for either of the convex hulls.

I've tried with an icospehere and with convex hull.  I'm going to edit my above answer to include and you can download and compare my settings.

Thank you. Now it works. Though I press the accept button with some misgiving, because this has decreased my confidence in force fields.

@Abdullah -- welcome to Blender world, which -- along with 3ds Max -- leaves one pulling their hair, throwing salt over shoulder.  "Arcane"!  Example: this does not work the same way for Cloth fields!


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How can I extrude the surface of Can patterns on the top view of the can evenly?

Hello, so I wanna make this can (second pic) and working on recreating the top view right now. The problem now comes with geometry/vertex problems as I assume while extruding. I want to extrude an area in the middle basically the "knob" of the can, but once I do extrude the shape and turn the "subdiviosion surface modifier" on (to give it a rounder shape) the surface kind of turns out weird like in the first picture.
What needs to be taken care of so the selected face gets extruded evenly?
Best

You need additional edge loops across the shape, like that:

I thought about this question and experimented a little with an additional technique.  Because you want a lot of fine detail on the can top that is only raised a little bit, you could try using a normal map or bump map.
Creating a normal map is a bit tricky if you don't use Photoshop or the free image editor Gimp, because you can only use certain colours.  The other thing is that you have to experiment with the material editor to get the right settings.
Obviously, you could combine it with the extrude method and get a better effect.


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Animation Nodes - Why Time info Node does not update Frames?
I have this problem:

As you can see Viewer shows 0.0 while it should show frame 118 or 119..
Frame node does not update while scrubbing in timeline. Anyone had this problem as well?
I've checked "Frame changed" and/or "Always" in Auto execution tab. But it does no effect anything.. Maybe I missed something else

If you have auto execution enabled it should work. I tested it, it works for me. Can you give us some more info and/or provide your blend-file? I'll have a look later.

Thats the problem.. In a new scene everything worked.. in this one it does not.. I did not get to create this scene from the start, so I don't know if anything was pressed there or not.. that is why I asked if there is any other place to turn on/off things like refresh and stuff.

Did you check the documentation on execution?

Ok.. I found something Interesting.. The scene had a couple of Sub scenes created in it. https://cdn.discordapp.com/attachments/194901346183413761/514409360852647936/unknown.png  And the Time info node works in the "Directory" (I guess First) scene. Bud does not work in "Hero" and in "Portal" scenes..

Ok.. I think I've was able to duplicate the problem. I'v created new scene. And added a couple of more subscene to it.. and the problem repeated it self. In the primary scene Node tree worked.. in the subsequent ones - did not.. Now The question is.. How do I link Animation Nodes with the exact Scene?

You need to add tag animation-node so to get your question answered quickly. Presently, you have only two separate tags animation and nodes, not the same as animation-nodes.

I just added animation-nodes under your question a while ago.

Thank you .. Will know that in the future!

You need to assign scene for the Node Tree. The option can be found in N-panel of Animation Nodes window.
For Blender 2.8+

for older versions of Blender.

Just click on drop down menu and select the scene which you are currently working on.

We have not explained that in the documentation at all, and we intend to fix it. Thanks for bringing this up. Please accept your own answer if it answers your questions.


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How to set the Euler angles(XYZ) of an arrow, from its components?
Given a vector(an arrow object) say $\vec A\,= \,P \hat{i} + Q \hat{j} + R \hat{k}$ , how to determine the corresponding Euler angles (XYZ) to be assigned to the vector so that it points in that specific direction. Or is there any another way to make that arrow point in that specific direction given by $\vec A$.

@batFINGER Yes it's a duplicate, please close

I have this Animation Nodes scrapbook with few pages on Euler angles (X,Y,Z). Skip to page #22 or #23 and search through pages ahead. Scrapbook is outdated. I am creating a new one for Blender 2.8  https://docs.google.com/presentation/d/1-n_R7yN2R-0ZUkj8xZyW5ObWzh_aEEFaRqv0SpC27V8

Another addon for maths to check out is Sverchok, a rival to Animation Nodes.

Wow, thank you very much, I didn't understand the solution linked in the answer, but  it just worked. I'll study this.

Link to tag Animation Nodes. https://blender.stackexchange.com/questions/tagged/animation-nodes  Check out works by Omar Emara (aka Omar Ahmad), 3DSingh, Rich Sedman, Jimmy Gunawan (who uses both AN & Sverchok), etc. For Animation Nodes, keep an eye on Omar Emara. He is not any math genius, but a MATHS WIZARD. He helps with AN addon development. Jimmy Gunawan has TONS of tutorials on AN & Sverchok in blogs and videos. Worth checking out. 3D Singh VFX's channel is a MUST-SEE.

@RitaGeraghty OMG thank you very much for the resources, will definitely make my life much easier


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Is it possible to create vector fields based on a math equation?
If creating a vector field based on an equation is not possible, how create an equation-free 3-D vector field in blender?
The arrows should have color based on the magnitude of force they exert on objects. It would be great if the Vector field, can actually exert forces.
I understand that it's not possible to list everything in a single answer, but if someone can guide me in the right direction, it would be highly helpful.
Something like this

EDIT:
Someone has actually done this, I precisely want to do something like this.
https://www.reddit.com/r/blender/comments/8aqyns/vector_field/?utm_source=share&utm_medium=web2x

Could you please elaborate. Does the result need to be renderable, animatable, and how many roundabouts?

@batFINGER I exactly want something like the picture, I just have to look at the field from various angles. It would be nice, if it actually exerts a force on a object placed in the field. I primarily want to show arrows whose color is based on the magnitude obtained from a equation.

The simplest of gizmos is an arrow. See text editor > templates > python > gizmo simple which displays an arrow gizmo to control the intensity of a spot lamp when selected.   The color and orientation of the gizmo arrow can be set.  This will display on 3d view as in image, but not be renderable, or animated using standard keyframing or drivers.  A point cloud mesh (verts only) could be used for positions, and vertex color layer (rgba) for magnitude and direction of vector.

@batFINGER thank you, I'm totally new so please bare with me. I'm having blender 2.79, there is no option named "gizmo simple" in the menu.

Oh ok, gizmos are new in 2.8.  Similarly in pre 2.8 could use bgl to draw arrows. Similarly to normals overlay

@batFINGER is there any tutorial or something of that sort?

If you want to do maths & physic simulations in Blender, always add tag Animation Nodes, which is an addon.

@RitaGeraghty Noted, thank you for the info.

You could use mesh arrows to do it.
First, you need to create an arrow and the object that controls the field (in my case an empty named CTRL), then add a Track To constraint that points to the control.
Then you'll need to create your grid, which can do using this script:
import bpy
from bpy.app.handlers import persistent

dim = 10   #number of arrows on an edge og the cubic grid
spacing = 1
ctrl = bpy.data.objects["CTRL"]     #the control object
maxScale = 0.2
minScale = 0.01
distRange = 5

obj = bpy.context.selected_objects[0]

parent_coll = bpy.context.selected_objects[0].users_collection[0]
coll = bpy.data.collections.new("Grid")
parent_coll.children.link(coll)
for i in range(dim):
    for j in range(dim):
        for k in range(dim):
            new_obj = obj.copy()
            #new_obj.data = obj.data.copy()
            new_obj.animation_data_clear()
            coll.objects.link(new_obj)
            new_obj.location = ((i-dim/2)*spacing, (j-dim/2)*spacing, (k-dim/2)*spacing)  #define arrows positions (here they are centered on the world origin)

            #add drivers on the scale
            for t in range(3):
                driv = new_obj.driver_add("scale", t).driver
                driv.type = 'SCRIPTED'
                driv.use_self = True

                dist = driv.variables.new()
                dist.name = "ctrlName"
                dist.type = 'SINGLE_PROP'
                dist.targets[0].id = ctrl
                dist.targets[0].data_path = "name"

                driv.expression = "getScale(ctrlName, self, "+str(maxScale)+","+str(minScale)+","+str(distRange)+")"

def getScale(ctrlName, obj, maxScale, minScale, distRange):
    ctrl = bpy.data.objects[ctrlName]
    dist = getDistance(ctrl, obj)
    power = ctrl.scale[0]
    scaleRange = maxScale - minScale
    dist = dist/power   #distance is affected by the control size as well

    if dist > distRange:
        scale = minScale
    else:
        scale = scaleRange/(distRange**2)*(dist**2) - 2*scaleRange/distRange*dist + maxScale    #Here you define your scale function

    return scale

def getDistance(ctrl, obj):
    sum = 0
    for i in range(3):
        sum += (ctrl.location[i] - obj.location[i])**2
    return sum**0.5

bpy.app.driver_namespace['getScale'] = getScale

The first part takes care of duplicating the arrows on the grid. As you can see, at the top there are some parameters you can change without going too much into the code.

The second part of the script creates and runs the drivers that control the scale of the arrows: it's a function that takes some of the parameters at the top of the script and calculates the scale of every single arrow. I strongly suggest you to check and modify the function to fit your needs, expecially if you are working on a scientific project.
The way I set it up is using a normal quadratic interpolation:

this is not very good looking, but you'll have the pick the interpolation you prefer. Also, note that in the script the size of the control affects the field as well.

For the color, there is just one material that calculates the distance between each arrow and the control (the control's position is gathered with 3 drivers) and feeds it in a ColorRamp

This is the final result with the download link of the project:

There are many things that can be changed or improved, but I stopped here because this might be enough for you. Possible changes could be a different interpolation function for the scale or the color (because right now they work on a 2 different interpolations, but it's possible to join them together); some custom properties to store the parameters in the GUI, so that you don't have to run the script again every time you make a change; you could want to change only the length of the arrow instead of all 3 dimensions; etc...

After an extensive correspondence we came up with a broader solution, available on Github at https://github.com/Hilicot/Blender-Field-Generator

Thank you very much, I'm totally interested in full script.

@AravindhVasu I edited the answer, tell me what you think of it

Wow thank you very much. To be honest, I'm fairly new to blender. So, it will take some time for me to understand everything. Is there anyway to contact you, if I get stuck somewhere(Probably at many places)?

Is it possible to create a similar field governed by an equation?

I don't understand how the color for the arrows are determined, are they determined based on the distance from the control object or based on their size? I wanted all the arrows to be somewhat of the same size visually to avoid clutter, so I used the sigmoid function. I wanted colour to give a vague sense of their actual size

Is it possible to have two control objects ? So that it does not always sink into a single point. I really don't understand the specifics of the code... Yet. But can we maybe calculate which control object is nearer and make the arrow point to that object? If it's equal then it's zero.


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Creating trails using Animation Nodes by delaying the frame of the following polygons
I would like to create a trail of polygons that follows an animated object. Initially, I used the following node tree:

To create the edges that should compose the trail, it produces the following result:

This was created in an old version of AN to make use of the frame option of the Input Transforms node. I then used the method described here to create the polygons.
Modern version of AN don't have the frame option, so I was wondering if there is a solution that would work for Animation Nodes 2.0.
EDIT:
I've transferred his answer to the version of AN I'm using. So I've changed up with some nodes (for AN 2.0 in Blender 2.79b):

You can use F-Curves. F-Curves are functions that describe the value of attributes in Blender. So by evaluating the F-Curves of transformation channels at a certain frame, we can get the transformation of the object at that frame.
First, we create a group that computes the transformation of an object as a matrix and returns it. We will assume that only transformation channels are animated and that they are in order for simplicity.

We then create a loop that iterates over a float list that represents the frames we want to evaluate at.

Then we will replicate a line of matrices based on the output matrices of the loop, where the input frames are arithmetic sequence starting from the current frame. We use the indices data from a Grid Mesh to create the polygons between the replicated matrices.

In this node tree, the step size of the sequence controls the length and direction of the trail:

Blend file for AN 2.1:

RIP acceptance button! THANKS A BUNCH, FOR PATIENCE!!!!


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Blender Python How to insert a keyframe through code to compositing node that has no input
Specifically, I'm trying to insert a keyframe on a Sun Beams node's x and y source position through code. This property has no input:

It is callable through scene.node_tree.node.source instead of scene.node_tree.node.input. source path doesn't have a keyframe insert on it, so I can't do what I can saw in the internet like scene.node_tree.node.source.keyframe_insert('data.source[0]') won't work.
My latest attempt is scene.node_tree.node.keyframe_insert('source') and here's the output:

I think there has to be a way to do this, because the source position in the node is keyframable when right click on it and press "Insert Keyframe"

For this you want to use the entire array as the object you keyframe, so code something along these lines will add a keyframe at frame 1:
node = bpy.data.scenes["Scene"].node_tree.nodes["Sun Beams"]
node.source[0] = 0.0
node.source[1] = 1.0
node.keyframe_insert("source", frame=1)

Obviously you can replace the first line with whatever you need to select the node in your case and frame parameter is optional, defaulting to the current frame.


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How do I clean up a mesh the right way so the bevel tool doesn't deform my selected mesh?

[![enter image description here][2]][2]

Hello, so I want to use the Bevel tool like in my first picture to bevel the edges of my mesh but once I use it it turns out completely deformed like in my second picture. What is the cause of this and what what do I need to look out for or do to change that?
I think the cause is double edges with the info of some other posts I read but there is no specific description on how double edges are even spotted. Is there a tool that does the highlighting? What would be the best way to go about this?
Best

maybe you have flipped faces? or inner faces? if it still doesn't work please share your file: https://pasteall.org/blend/

I tried many tutorials on flipped faces and searched for inner faces  but still didn't work, so added the file above

You're bevelling the edges of the face and increasing the bevel so much that it's overlapping. The actual geometry of your object is fine. Looking at your first image, it looks as if you just want to bevel the corners on the ends in which case you should go into edge select mode (2 on the keyboard - 1 in the image below) and select the two end edges of your object (2 below) before you bevel.

This will give you the result below which I assume is what you're trying to achieve:

The Remove Doubles command was replaced with Merge by Distance, but it's still in the same location. In Edit mode, go up to the Mesh menu, then Cleanup, and finally Merge By Distance. You will get the contextual popup down in the left corner where you can adjust how close the vertices should be before they are merged.
If that's what you are asking, that is.


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How to add a texture smile onto a figure?

Hello, So I created this Figure and want to add a smile on it but can't figure out how. I tried to use UV's but when I select everything it looks like a hot mess on the UV field, thousands of dots pressed together.. I couldnt scale the texture of the picture that way.
Then I marked areas as seem like the red lines on throat and arms, still a hot mess of dots after selection. What would be the best way to add this smile on my mesh?

Some more info might be helpful - is your goal to add a smile to this mesh as it exists, or to make this mesh into something that can be practically UV Mapped so that image texture of a smile can be used?  Because, as is, your mesh appears very high-density for UV mapping, like it's been sculpted but not retopologized or decimated yet (that's why you're getting "thousands of dots pressed together", you have thousands of vertices, far more than the shape needs).

I want to make it dance with mixamo, but just want a basic model of this figure I can customize with textures like that smile anytime I want, it's def not retopologized.. trying it rn. Does decimating work quicker?

This is the Blender Stack Exchange, Mixamo is outside of our remit.  That having been said, since their splashscreen says "Animate 3D characters for games, film, and more", topology suitable for film animation or gaming is probably needed, and that's not what you're showing.  Decimating will reduce your polycount, but won't get you "good" topology for your needs.  There's searchable info here on specific retopology issues, but for general retopology and UV unwrapping tutorials you probably want to search elsewhere, maybe YouTube or the Blender Artists forum.

This is a basic low-poly figure similar in shape to yours.  It wasn't sculpted, it was modeled starting from the default cube.  The topology is all-quads (although some of the poles may need to be moved for best animation, this should be sufficient for an example).  The red lines on the model are edges that have been marked as seams, which means that during unwrapping they'll be separated into different UV islands.  Because the model is low-poly with simple edge-flow, the edges can be far more easily selected and marked as seams than on a raw sculpt:

With the model UV unwrapped, an image texture (including facial features added in a 2D image editor such as GIMP) can be used:

In Blender the Subdivision Surface modifier can be used to simulated the appearance of a higher-poly model.  If the model is being exported to another application, either the target application's subdivision can be used (if available), or Subdivision should be Applied before export:


text:
How do I change size of an individual word with Text function?

Hello, So I've downloaded a font and want to change the size of the "Z" only I marked in the picture, is there a way I missed?
Every size change from the toolbox affects the text as a whole
Best G

I would just make 2 objects - one saying "NUSS I" (with a space), and another one for the Z, just make it (scale) it larger.

Select the text object, then right click and hover your mouse over 'convert to' then click mesh(after doing this you can't change your text anymore). Select your mesh then go into edit mode. Press A to select all, then press P and click on 'By loose parts'.It will separate the letters into individual meshes and you can scale the letters individually in your text.If you think it is separated too much just join the letters by selecting them and pressing CTRL+J.

I'm down-voting this not because it's incorrect, but because it doesn't answer the question that was asked. By converting to mesh, you're no longer using the Text function, which is what the asker wanted


text:
How do I get rid of the forrest reflection in my glass surface?

Hello, so I'm attempting to use glassy surfaces for the first time. My aim is to see the brown roof in the house from the outside. Therefore full Transmission is required.
The problem is that I can't get rid of that forrest reflection in the windows. I tried to change the hdri enviromental picture, but it's still there.
Is there a way to get ridd of it?

If you are in Eevee, try to go into the Render panel > Indirect Ligthing > Delete Lighting Cache

Does this appear on Render or only on Material Preview Viewport Shading?

@moonboots Iam in Evee, but unfortunately I cannot select delete lighting Cache. I'm not able to press it, so it's no option

maybe pack your images and share your file?

r u using an hdri?

@moonbots its uploaded

@Chris I changed the hdri, but this reflection didn't change from the beginning. It's infact a completely different hdri at the moment. It doesn't make sense that the one is reflected which is on the pic

@FFeller happens in viewport mode and render mode


text:
Pose of keyframe locked after using graph editor
I have two animations in my current project. I used the the graph editor for the second animation (frame 25 to 48) and can no longer insert keyframes behind the last frame of the second animation. Or rather, when I create a pose, mark all bones, and insert a new keyframe, it does insert a new keyframe, however the pose is instantly changed to the last keyframe of the second animation when I switch the current keyframe (I have also tried to insert a visual keyframe, without any changing result).
(Not sure how I can embed a video, so I uploaded it here): YouTube Video
In the video you can also see that the graph editor does change, but the animation doesn't.
I am not sure if this has something to do with the issue, but when I tried to identify the error I saw these weird keyframes which I can't remove. They don't seem to do anything (They were inside the actual keyframes and I discovered them when moving the keyframes)

I suppose I did something wrong with the graph editor but don't know what. The only thing I did inside the graph editor was to change the curve of the y axis of the feet in the walking animation.
EDIT: The Blender file here.

The graph editor doesn't have anything related: the problem lies in the fact that you're editing the action as a NLA strip. The strip ends at 48, so every edit you make after that frame is stored in the action but it's not read by the rig because NLA tells it to stop evaluating that strip at frame 48.
To solve open a NonLinear Animation Window and untick the "Armature" box, to disable NLA stack.

Thank you very much this solved my issue.

Have you examined the options in Blender>Preferences>Animation:
"Only insert needed" (untick)
"Only Insert Available" (untick)

Both of them are unticked. Ticking and unticking them didn't change anything.


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Making trails in a curve mesh created by the Animation Nodes add-on
I've asked the question before in here: Creating trails using Animation Nodes by delaying the frame of the following polygons . This was for making trails, but for objects only. I realized I want to do it with a curve that was hooked by two empty objects. Since Animation Nodes is not (yet) observing curve hooks, I can't apply the same  method suggested by Omar. I've also tried my first solution
But it didn't get what I've expected, for the curve is changing over time. Here's the result:

The solution that I've come in mind is to create a spline/curve using the add-on to avoid hooking so I could make trails in it by instancing the previous frames. But the question I have in mind now is: Would I be able to create this trails, and filling a polygon between them. (Additional question: If it's possible, how do I fill up with polygons between the created curve edges), if it's not possible, what method could you recommend to create trails in a hooked curve.
Animation Nodes - Animated object trail I've found this article that could help me create this, but I realized it's has a long method so I decided to ask a question first before doing it. Here's the nodes to create curve between two object (there could be a better method than this):
Blend file:
I'm currently using Animation nodes 2.0 in blender 2.79b, but you can answer me in Animation nodes 2.1
EDIT
Now I've tried to do making it myself with Omar's answer, I've tried to loop over the frames using float range in the time info node and plug it into the frame input of "object transforms input" to get the previous transforms of the two empty points I've made. (That's why I used AN 2.0 because it has frame input in object transforms input node unlike AN 2.1)
Now I have the vector list of the previous locations of my two empty points, I don't know how would I connect the spline according to indices of the vector lists, and connect it to "spline from points" node. Here's the nodes: (This maybe wrong XD)
If it is possible to achieve the desired result without the said frame input, it's welcome to be accepted.

You say you implemented hooks proceduraly, consequently you can construct the spline at any frame of your choosing. So, what you need to do is loop over the frames, construct the spline, evaluate some points onto it, and append those points. The loop will output a list containing the evaluate points at all frames. All you need to do now is construct a mesh from that by using the edge and polygon indices of the grid node as follows:

I guess you would like to do this my own for me to learn. I'll accept the answer if the idea you gave works!! :) Thank you

Omar I really can't get what you've said "loop over the frames" and then the rest. I ask for a hint because i can't deeply understand working with loops (with my young age). I end up with this https://gyazo.com/6acb281f83eaeb69e6d03ab9e99dd336 . I already have the vector list with it's previous transforms using "float range" node and "frame" in "object transforms input", but I don't know how could I sort the list according to their index of the list, so I would connect the vector list of the first point uniformly to the second point. I hope you would respond :') thanks.

@WorshipLyrics I built this answer based on my other answer you linked. You are using a legacy AN version and a completely different workflow. So drop the legacy AN version you are using and implement the example we created in the other answer first, then come back and implement this.

I'm not really certain of what you've said, but I hope this is what you mean't


text:
Pixelating Grease Pencil (not using the pixelate effect)
Instead of this
https://gyazo.com/bed4b90049e403aa1a1074e8dff8682a
I want this (I used photoshop to pixelate for demostration)
https://gyazo.com/1b6eebc60183893a8d0e8a2ca0908d53
I've wanted to pixelate my grease pencil that it doesn't keep facing the camera in all directions like the pixelate effect does built-in blender. I wanna pixelate my strokes (including the fills) in a same plane just like how we pixelate a normal 2d picture portrayed in this How to pixelate a texture in Cycles?, but that solution doesn't seem to apply in grease pencil.
I've come up with different ideas to do it, like Animation nodes and script. I've thought of making a script/animation node structure that'll get the average/dominant color on each divisions of a bounding box to get the pixelated data and then create a grid mesh of it, but it doesn't seem to work/to be the optimal way because grease pencil has depth. Is there other way like converting the grease pencil into mesh then do pixelate like what was done in the link above, or is it a blender restriction?
I'd love to hear your thoughts and ideas!


text:
Weird Normal Lines Glitch
When viewing face normals as lines + Subdivision modifier + toggling Subdivision cage, there's a weird glitch where the face normal lines appear in random locations / shapes:

https://youtu.be/aA-IgXhRU8E
Happening in 2.90 and 2.91.2
Any ideas what might be causing this?


text:
Making a Octagon into a Circle using python scripts
Introductions
Hello, I'm a brand new blender user... I'm working on a little project that's entirely made up of Python scripts. But I'm having trouble turning an octagon into a circle right now ( I do know that adding vertices would make it better, but is there another way, perhaps something like a code that resembles a subdivision modifier?)... Please help me with my problem...
My Question
Is scripting subdivision modifier applicable?
Can you show me how to do it with my code if it is possible?
Here is my code
import bpy

verts = [(0,1,0), (0.29,1.70,0), (1,2,0), (1.70,1.70,0), (2,1,0), (1.70,0.29,0), (1,0,0), (0.29,0.29,0)]

faces = [(0,1,2,3,4,5,6,7)]

mesh = bpy.data.meshes.new("octagon")

object = bpy.data.objects.new("octagon", mesh)

bpy.context.collection.objects.link(object)

mesh.from_pydata(verts,[],faces)

Hi, and welcome! 1. That's an octagon. 2. It 'is' a circle. as far as polygonal modelling is concerned.. just a low-resolution one. Do you just want to make that into a higher-resolution circle? Or, say, make a curve out of it?

Oh, I meant octagon... and yes, I do intend to turn it into a higher resolution circle.

Welcome to BSE. For the interests of your education, feel we should balk at answering your assignment for you, esp.  before October 11, lol.   Please consider using more subterfuge in future.  Does an answer  have to involve using the code (or product of) from above, which  instead could be the   add circle operator with 8 verts. . The more verts the more circular the result.

Sorry, I will next time...
But back to the topic at hand. I understand that adding more vertices will make it more circular, but I'm curious whether there is an easier way to do so (?)... Is scripting subdivision modifier an option ? Can you show me how to do it with my code if it is possible? please...

Please help me with my problem, I know this is silly, but I'm just starting to learn. I'm hoping to get an immediate response and I'd really appreciate it!

You should never rely on forums or Q/A web sites for fast responses.  It can be hours, sometimes days, before the person who knows and has time sees your question.  On the other hand, in this case, the answer is "yes, you can script adding modifiers".  Now if you go web search for an example of how to do that, it is a better way of learning than simply asking how.

Thank you for your help; I've figured it out

for ob in bpy.data.objects:
 if ob.type == 'MESH':
     ob.modifiers.new('My SubDiv', 'SUBSURF')

Hi, thanks for the post. This site is not a regular forum, answers should be substantial and thoroughly explain the solution and required workflow. One liners, short tips and code only posts rarely make for a good answer. If you can [edit] your post and provide some more details about the code and why it works feel free to restore it, otherwise it may be converted into a comment. Perhaps add a short explanation of what the code does. See How do I write a good answer?


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mirrored character 'splits' open when animating the body
I have seen one other post about this but the answer on that one didnt help me so sorry if I ask it again. I just started with blender and started rigging up my first character but i cant seem to connect my character half to the mirrored half which makes it split when moving bones.

hello, it's not clear what you mean by "i cant seem to connect my character half to the mirrored half", and it looks like you show the same picture twice

ok so I have fixed the pictures and what I meant with the halfs is seen on the last picture(the one with the vertices shown was the character half and the other one the mirrored half). And on the second picture you can see a gap at the belly area and that's my problem.


text:
Blender objects moving before it interacts with another object
Why is the cups falling earlier before it even interacts/hit with the object?
I have Deactivation Activated and I also have Applied the Scale of both objects.

.blend File:

Could be the convex hull instead of mesh, could be margin….please provide blend files so we can tell you

Hello @Chris I already added the blend file. Thanks!


text:
Shutter Speed / Average Over Frames for 2D animation
I have 1000 frames of 2D animation hand-drawn at 60fps.
I want to render it at 24 fps, but instead of skipping frames, I want to average the nearby frames effectively changing the shutter speed of the animation. Is there a way to do this in Blender?

The Video Editor in Blender can do what you want.

There is a video effect call speed that will interpolate and change the speed of a sequence of images. This can be used to change from 60fps to 24fps.
If the interest is in combining images when doing the conversion from 60fps to 24fps, then the transition effects can be used.

Details for Blender 2.93.4:

Open a new blender file for video editing.
Load the sequence of images into channel #1.
Load the sequence of images into channel #2. Change the start frame to -1. This is done to help approximate the blurring.
Select channel #2 and apply the transition effect. Use key framing to set the transition to 0.5 on frame #1 and 0.5 on the last frame. This has the effect of blurring two frames.
Select channel #1 and channel #2, then add the speed effect.
Set the speed effect to Multiply Speed to 60/24 or 2.50. This will change the frame rate.
Adjust the last frame.

This is what the resulting video sequence looks like for a 99 frame video converted from 60 fps to 24 fps.


text:
Intersect edges in geometry nodes
Sverchok nodes have node: "Intersect Edges", which create vertex on intersetion edges (in one object), like on the picture below:
Is it possible for Blender 3.1 or 3.2 to get this solution by geometry nodes? I use node group, which create even offset and i want to create vertices in all position, where the two edges intersect, like on the picture below:

Sverchook do it very well, but sverchook is destructive for my workflow, so i want to find solution in geometry nodes.
Thanks alot in advance, if something is unclear, i can provide more info or pictures.

Edit
@quellenform post solution for this problem, which works if all vertices of object are on the same "Z" position. Is it posibble to achieve in geometry nodes vertices on intersect edges, when not all vertices are on the same "Z" position?
And thanks to @quellenform i was able to achieve this:

Does this answer your question? Geometrynodes Curve Intersections

@quellenform Thanks a lot for link this answer, but unfortunately solutions from this answer works only on seperate objects. I searching for nodes, which gives similiar resultat to sverchook or XALL from tinyCAD

I'm not quite clear what exactly your goal is or what you want to do with the extra vertices, so please bear with me...
If you are only interested in the points at the intersections of the curves, then you might be happy with this simple trick:

You can of course also filter out the points at the intersections:

PS: If you need curves at the end, you can convert the mesh back to curves with the node Mesh to Curve.

Many thanks for this answer! It really nice solution and for 2d object is going to be fine. I only consider if is there a option to get vertices on intersect edges, when "Z" position of vertices are not the same?

@Xostyrka it gets a bit tricky in 3 dimensions https://stackoverflow.com/questions/16623657/finding-the-intersection-where-multiple-3d-parametric-equations-meet?r=SearchResults


text:
Geometry nodes: Checking if the surface of the face of a mesh is inside the other mesh
I wanted to delete the faces of the Target Mesh that are inside the Effector Mesh. Here is my simple attempt:

"Is Inside" node came from this guy (It uses Raycast node to select geometries inside the Target geometry)
However, the problem is Effector only deletes a face of the Target Mesh if the center of the face is inside.

As you can see, the Effector Mesh (the cube) is touching the surface of the face but it doesn't delete it, because the position attribute of a face domain is defined by the center (shown in red dot).
Normally, people would say "just add more geometry (faces)" but that's not an option here
Should there be some kind of interpolation to do here? How would you do it?

feels like you can use it for points instead of faces, so it will delete faces containing this specific vertex

Btw, why don't you just use boolean node instead?

For large faces, you can check, if they intersect instead of checking, if they are within the other object.
If you have both, small and large faces, you may check for both and combine it with a logical Or.
Here is an example for checking for intersection. The node setup is bound to the cube.

authors: Кирилл Алексеевский


text:
What it the meaning of <F_01> added by 3d view to the object name?
Does anybody know what's the meaning of that suffix I've found while browsing a .blend file sent by a friend?

This is a marker in the timeline (open a timeline view, you should see it)

Every time you add a marker on the timeline, all the objects will include the suffix F (frame) and the number of the frame you added the marker to.
If you move to another frame, you can see that the suffix disappear.


text:
edges visible in object mode
This is probably a simple one, but it keeps bugging me.

On some objects I can see the edge lines even in object mode like on the tea cup in the picture. I can't figure out how to get rid of them. I compared the object settings to the other objects and couldn't find anything. Any idea? It's got to be simple.
Here is another video. It shows that the wireframe settings in the object properties work as expected on the bowl, but not on the cup and saucer. As I said I only ever had this phenomenon on models I downloaded from somewhere else.
video edge lines
Once I am at it, I'm uploading the Blender file as well.
Blender file

This is probably due to viewport display settings.

Select the concerned object and in its properties panel,

go to 'object properties' tab
then 'viewport display' section
and uncheck 'wireframe' check box

In Object Properties, under Viewport Display, make sure Wireframe is unchecked.

Thanks for the answers, but that didn't solve the problem. As I said I tried all that, to no avail. I am currently using Blender 2.82, but I also remember a similar phenomenon from previous versions. Just look at the video: It works on the bowl, but not on the cup. I also made sure there are no funny materials on the cup or something. For all I can remember I have only ever seen that on models I downloaded from somewhere. Oops, I think I have to put the video in the edit section ...

Entering and leaving Edit mode seems to fix it. That's strange for sure! Note that the cup has a keyframe on the "Display as" channel (probably unrelated)

Ok, so at least I got a workaround now. I could have found that out myself. Meanwhile I had the idea that this might be related to the fact that those models where created in older versions of Blender. Thanks a lot.


text:
Same texture to multiple faces
I created two planes.

Plane 1 (left): I applied image texture, then unwrap, then I loop cut etc. No prob.
Plane 2 (right): I started by modifying the shape (loop cut) and then I applied texture.
How can I have the same render than Plane 1?
My settings.

Edit: After UV unwrap and removed doubles:

Have you UV Unwrapped it?

yes, I have a weird texture

It looks like you may have some "Z Fighting" (Overlapping faces). Try removing doubles etc...

It's getting closer but still have an issue...

Ok, can upload you .blend file into your original question using http://blend-exchange.giantcowfilms.com/

Done, but I cannot include textures

Some of your normals are inverted. In edit mode, select all, Ctrl+N, then redo your unwrap


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Independent Edit/Object mode in splitscreen
When I split screen in two and switch Edit/Object mode, they both change.
How to change just one?
The intention here is:

use one to modelling with numkey view with transparent wireframe
and the other to see the progress in perspective, with solid mesh

Does this answer your question? Two 3d view windows: one in edit mode, one in object mode

A trick to do something equivalent: https://blender.stackexchange.com/questions/56378/subdivided-unsubdivided-linked-split-screen/56383#56383

Switching to Edit mode per-viewport isn't currently possible in Blender.
According to this rightclickselect.com request this probably won't be implemented in the near future, since it's "fundamentally incompatible with the way Blender handles objects".
(I'd like make this a more 'proper' answer with gifs and lists, but in this case....)
Edit: Thank you @Lemon for your gif services

Here you are https://i.sstatic.net/wrRIC.gif ... ; )


text:
How can you move the origin at the base of object?
How can you move the origin at the base of object and not set the origin to geometry ?
(A follow-up question to this one: How can I place multiple objects on the mesh?)

there's no automatic way to do it, select the base in Edit mode, then shift S > 3D Cursor to Selected, then back to Object mode, right click > Set Origin > Origin to 3D Cursor. Or enable the Affect Only Origin option in the Options panel on the top right of your 3D view and move the origin wherever you want

thank you for help!

Does this answer your question? Object Transform Origin to Geometry Floor  also https://blender.stackexchange.com/questions/42105/set-origin-to-bottom-center-of-multiple-objects

Just answering based on Moonboots's comment, because I promised the OP a gif :)

Select the base vertices
I Edit mode go Mesh > Snap > Cursor to selected
In Object mode go Object > Set Origin > to 3D cursor

thank you so much for your help! you really made my day

Happy to help, good luck with your project :).


text:
Is it possible to do "Mesh>Sort Elements>Selected" in geometry nodes?
In Blender there is a function call "Sort Elements", which change indices order (but without changing position of vertices, edges or faces), depending on different variables (for example: "Selected").
Is it possible to recreate this function in geometry nodes, without changing shape of existing geometry?
Thanks in advance!

Edit
@e3_productions linked this article in a comment. It indeed answers the question about how to sort the index in geometry nodes. However, it differs significantly from so does the built-in "Sort Elements" function. "Sort Elements" does not change the position of vertices, edges or faces in any way. So i think, that this question should be still open.

I've done a bit of research and it doens't seem like you can do that in geometry nodes and is only available in edit mode. However, this Question seems similar to what you're asking and might have a possible answer.

@e3_productions thanks for answer! I read this Question, but unfortunately the solutions from this thread are significantly different than what "sort elements" does.

Alrighty. My bad then. I'll keep looking for you though!

You cannot re-sort the points of an existing geometry in any case with Geometry Nodes. You can only, as seen in the linked answer (and the related examples), create a new geometry and move its points to the original positions. Therefore it is a duplicate.


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Armature doesn't work at all
Recently I came back to blender after a while. I started by rigging my model and it didn't work at all. I've set up a rig and parented it with automatic weights and the mesh would not move in pose mode. I wasn't sure if there was a problem with a model so I made simple model of subdivaded cube and 4 bones. I parented it again and it still did not work. I've been searching for a solution for a few days but so far no luck. I've found that there is no armature modifier after parenting but I'm not sure if that is the source of the problem or what I should do about it. Any ideas?
https://pasteall.org/blend/e60a826608a74fe0b0d6f9841127fa63

Hello, please share your object + armature so that we can give a try: https://pasteall.org/blend/

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

The correct and working procedure is to select the object, shift select the armature, Ctrl P > with automatic weights.
Check if after parenting you get a yellow error report on the bottom of the window (Bone heat fail).
Check if your bones have their "deform" option ticked in pose mode.
The automatic parenting is the same as doing theese things:
Parent the mesh to the armature in object mode.
Add an armature modifier to the mesh, targeting the armature.
Create as many vertex groups as the number of deforming bones.
Give them the same name as the bones and some weight based on the location of vertices and bones.
If still in trouble, please upload your file.

Sorry for the late reply and thank you for your suggestions. I did and checked what you said but still doesn't work. I've added the link to the file if you are interested in checking it out.

The problem is only the order of selecting: Blender can have many objects selected, and one (last selected) active. If you perform the selection on the outliner the order is reversed, and the first selected is the active one. The selection is right when you have (both in the viewport and the outliner) the mesh orangy (selected) and the armature yellowish (active). Before parenting, select the armature and press Alt P (remove parenting): this is necessary for avoiding a parenting loop (mesh parent of the armature parent to the mesh ....).

If you need to reverse the selection order, hold shift and click on the desired parent (the armature) multiple times until you get the correct color (yellowish). Then Ctrl P > with automatic weights will do the job as expected.

Thank you very much,  I haven't  noticed this at all. It works like a charm right now. Again thank you very much, now i can move on with my project.


text:
Render light or texture problem
The graphics rendering image shows a problem that also exists in the viewport shading with realtime rendering. The grass seems to be reflected on the wall. Depends on what? The last picture shows the full texture of the wall. The bugs disappear with an animation. Sorry but I don't attach the blender file because it's too heavy. I use cycle. Thank you
https://imgbox.com/peKiPfJX
https://imgbox.com/1liaU8Jp

https://imgbox.com/L63bt2y3
https://imgbox.com/imE1bNxr

https://imgbox.com/hEfzNwCn

Next step (unless you want to include your file with packed data via blend-exchange)... Include a screen cap that shows your Shaders for the wall.  I only see shaders for your World background.

Please help me! I don't understand where the problem is and I don't know how to attach the file because it weighs too much! The surface has the normal ok and I cleaned from dirt with Merge. Are the problem the textures?

SaveAs "reduced.blend", select grass wall and overpass, select-Inverse, delete, File_ExternalData_Pack, save - should give you a smaller file that will be accepted, and sufficient for us to work with.