text:
How do I switch between cameras?
I have two render camera objects in the scene, about to be three, I'd like to know how to switch between them as when I hit zero, it only enters the view of my frontal camera(the first one I placed.) is it possible to switch between them?

There is a shortcut for that!
You press ctrl+numpad 0 to set the main camera to the the one you selected! You can also change it in the properties pannel

Thank you! I was almost mad last night when I couldn't figure it out!

Change the main camera for your scene in properties panel:


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Should I model eyelids?
sort of a dumb question that I may already know the answer to, but should I model eyelids on a character that's gonna be able to blink?

There are mainly two approach to move the eyelids: 1. Using surface rigging 2. Using shape key. You may provide more use cases for your question since it is too broad now.

it depends on the degree of realism you want, you can either model the eyelid on the face and make them visible even with open eyes, or make them different meshes only visible when you close the eyes, much easier solution

I guess you have 2 main approaches:

The eyelids are parts of the face mesh. As Hikariztw said you'll animate them with bones or shapekeys. Not easy to do but for a realistic character it's the only solution.

The eyelids are part of the head object but they are separate meshes. You'll rig them to bones and make them go up and down, or rotate, or even just appear and disappear (move outside/inside the head mesh). It's not a realistic solution, so it's good for a cartoon character, and it will be much easier to animate.

Ahhh thank you! I was afraid it'd be a p.i.t.a, this will help a lot!

source: Stack Exchange

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

sort: votes


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Should i clear the seams?
When I go to texture models I sometimes notice small black lines from the seams I created during the process of UV unwrapping, I figure the logical course of action would be to clear the seams, but I'm not sure, Should I?

I would advise against it. In the case that you need to adjust your UV map, you would have to start from scratch. If it is distracting you, you can toggle the visibility of seams.

Ahhh thank you! but uhhh, will this clear the black lines when I render the model?

Seams shouldn't be visible when you render. It is only a viewport visualization.

Oh Okay, Molte grazie!

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


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Why is Subdivision surface doing this? (unwanted bumps/creases)
Her head is meant to be smooth but subdivision surface is adding strange nubs and creases as shown below:
The model is being mirrored if that has anything to do with it.

See if you have fippled normals. Go to Overlays (top right) and check Face Orientations.

THAT WAS IT! thanks a million. ^^

Alright, so as I've just learned from Vagabonk: This is caused by flipped normals.
To see if the normals are flipped, while in Object mode, locate the "overlays" tab in the top right of the screen. (the one with two circles intersecting)
After clicking the overlays tab, tick the checkbox next to the option "face orientation" and the inversed faces will be an opposing color.
In my case, the interior faces were red, the exteriors were blue.
Now, enter edit mode and use face selection by hitting "3" on the keyboard, not the numpad.
While still in edit mode, after selecting the problem faces, click the "mesh" option in the top left of your screen, hover over the "normals" option, and click "flip."
This should now have all the exterior faces as the same color, and if your problem was the same as mine, it will have smoothed the jagged vertices.

You can also select all with the 'A' key then use Shift-N to recalculate the normals which is somewhat faster!

Important tip, many thanks indeed. ^^


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Movie sound/music editing : better solution than VSE?
Third question of my concern about producing high quality short movies. The question is quite simple :
Is audio as weak as video in the VSE ? Is there another way of managing sound than the VSE ?
It would be convenient to use the VSE for audio, as it is (at least for me) intuitive and easy to work with. I know I could do the same work with like Audacity, but it seems really painful from my point of view. The only missing feature is a visualization of audio volume, but I'm guessing some add-ons exist for that.

The VSE is designed to string animation clips together, so you are expected to bring your own mixed audio to the project. You can import and move pieces of audio around the timeline, then export them to a DAW application. There is only rudimentary volume control and no visualisation available in Blender. Nor will there be AFAIK

Audio is weaker than Video in the VSE. Many high quality shorts with work with layout sounds throughout the editing process and then reconstruct the audio properly in a daw after picture lock.

There is an add-on for exporting the audio to Ardour: http://blendervelvets.org/en/blue-velvet/
And if you export the video as one file, it can be added to Ardour too, so you'll be editing the audio in a DAW while watching the video in sync. However, Ardour is only free, if you know how to build it yourself, or you'll have to pay "something".
Alternatively, there is an EDL export add-on(text-file), which will allow you to export info for one video track and four audio tracks, but ex. Davinci Resolve will not import audio from EDL files - in D.R. EDL files are only used for conforming video edits. https://github.com/tin2tin/ExportEDL
Third option add-on-wise is to use this add-on to roundtrip single audio clips in ex. Audacity: https://github.com/Joeboy/blender-addons/blob/master/open_strip_source.py This one does not work right away on Win 8, because you'll have to manually add the full path for audacity.exe. I might add some more functionality to this add-on, to make it more user-friendly.
Jack could be used on Linux to control an external volume monitor: https://audaspace.wordpress.com/2010/02/21/jack-transport/
Last option is to export each channel as a stem audio file(just one file pr. track with beep for sync) and import those in a DAW and make cuts where needed.


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Quality loss in black&white conversion
First of all, I hoped I'm not asking a duplicate of some question (I didn't find any).
I'm currently editing a short-movie, and the main part of it is black and white. We recorded it in colors, so I'm using the video sequence editor to go in black and white for these sequences. My problem comes here (I'm setting the saturation of each strips to 0, but I tried other ways like using a Hue correction Modifier, same result).
Then in a scene, we used a old-look iris effect (darkening borders of the video). I tried different ways but all with the same ugly result : use a transparent png image, use a mask, ...). Here is the actual mask I'm using :

I can't see how to get it more simple than that. Then here is a zoom on a corner when I render a frame to a png image :

It looks normal, isn't it ? Let's see how it looks when I render the video in a .mp4 file :

It's a bit subtle, but I assure you it's reeeeeeally ugly. It looks like now Blender has only 10 choices of gray for that gradient. Shouldn't it have thousands or millions of colors available ? Finally, here is my configuration :

I want to underline the fact that I used the VSE for almost 10 short movies now, and the encoding has always been perfect. I always used H264 in mp4 container, and it looks great (lossless, any encoding speed). But that's the first time we are doing some part of a movie in black and white, and I'm really upset about this result.
Have you any guess why it's sooo ugly when rendered in a video ? What causes the loss of quality ? I have other small quality problems about black and white, but this one is really bothering me ...
Feel free to ask any additionnal informations ! And thanks a lot to have taken the time to read me !
NB : Our camera is a Sony A6000 (hybrid camera) and works perfectly.

Shouldn't it have thousands or millions of colors available?

There is a difference between how the compositor deals with imagery, versus the VSE. The majority of the VSE code paths use unique to the VSE code, and are designed for 8 bit per channel paths, or 256 discrete steps from 0.0 to 1.0. The compositor on the other hand, uses 32 bit float per channel, which is a decimal format and provides much larger granularity in between values.

Have you any guess why it's sooo ugly when rendered in a video?

The issue is quantisation.
When you apply your mask to an 8 bit image, which all motion pictures encoded in codecs are loaded as in the VSE, you are already constraining your work.
A vignette is a constriction of light, which is a simple multiplication operation. 8 bit imagery is encoded using integers, or whole numbers. This means that if your mask is trying to set a value between 24 and 25, it can't. It is forced to quantise the value to 24 or 25. So the first problem is working in the VSE which is hammering your effort with quantisation artifacts long before you get to encoding it into a video codec.

What causes the loss of quality?

The second portion of the problem is a codec. Codecs are designed for a number of different needs. Many times, that need is to conserve bandwidth. This means trade offs at the quantisation level as well as compression artifacts. In this case, the motion picture signal is complexly scaled to less than 8 bits per channel, and then further compressed temporally and spatially. While it might not seem like much, that scaling, when placed on top of already sub-optimal 8 bit manipulations, results in a significant degradation in quality. Now stack compression on top of that and you can begin to see where the image begins to fall apart.
Worse still is that at the lower level values your demonstration has, the sRGB OETF is not terribly efficient at encoding. This means that there are very few code values allocated at the lower end, and they must be crafted well or they will exhibit posterization.
In the end, it is a four pronged destruction:

VSE 8 bit quantisation.
Codec signal scaling.
Codec compression.
Inefficiency of the sRGB OETF transfer function.

Solutions may include:

Use the compositor for all work.
Use lower compression levels in output encodes for codecs.
Avoid output / input encoding to file formats, especially codecs, while working on a project. If files must be saved, save individual frames as EXRs. Doing otherwise stacks repeated degradation on the work.

Wow thanks a lot for that answer !!! I had the feeling of the VSE integers, but I didn't know at all the difference between VSE and compositor. So if I understand well your answer, I should do the whole edit in compositor ? I mean, it's not at all like an editing software, with a visual timeline and so on (we have at least 3 audio files per strip) ... Or should I really go in some other "pro" editing software ? I love to use this VSE but if I had to choose between edit in compositor or use an editing software, I wouldn't hesitate much ...

First, welcome to offline / online approaches, and you can probably see why I'm a huge advocate. Perhaps it is better for an additional answer, if you would take the time to ask the questions? I can probably outline general principles that will apply to most various softwares.

I will do it then ! Thanks again for that answer, even after more than 10 years of Blender, I never knew about integers and floats for VSE and compositor ...

Sadly it's a pretty common confusion. When you start to see the nuances, you can also see why there is a confusion between what NLEs do versus post production manipulation tools such as Fusion / Nuke. The TL;DR is that an NLE isn't a compositor, and has different design goals.

I'm not sure to understand your last sentence. Anyway, I asked the question as you were telling.


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When I move the character's body, the movement is like an alien
When I click on a character's body and move it, the movement is like an alien.
When I click the bones and move it, the movement is normal.
Why thus happen? give me an advice please.
You can understand If you watch my video. (https://www.youtube.com/embed/3sXA8kPZ970)

The character is rigged. See https://docs.blender.org/manual/ko/dev/rigging/index.html

this model is rigged. control by using pose mode and moving the bones, they control the limbs.
some bones may point the elbows, hopefully, IK is set up, where you move a bone and the limb bends instead of you having to rotate
just control with the little gray knobs for that foot
each one corresponds to a moveable limb and/or jointthank Aoradon for https://docs.blender.org/manual/ko/dev/rigging/index.html


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After Generate rig, the pole doesn't work. why?
After Generate rig.
Press Alt+H to find pole.
Click the Pole and moves sideways.
But the knee does not work... why?
Here's a video that shows the problem: https://youtu.be/24uUGUPolzc
Here's the .blend file: https://www.dropbox.com/s/bt614qj16vdnsjt/2b_07.blend?dl=0

Well, Blenrig has 2 variants of manipulation pole rotation. First is a rotation bone itself (two arrow bone), next is a pole target, witch is hidden by script. And the reason that script always hides the pole target is because it does not use.
There is a switcher between bone rotation and pole target rotation is in N-panel has name pole_vector:

when it sets to 1, bone rotation disables, and pole target shows.
To find this switch select Foot_IK bone.


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How do i animate this design with a walk cycle for the legs and having the orange part act as a costume?

I am trying to rig this model. It's an orange with legs, but i want the orange to act like a costume, not part of the legs when i rig i. However when I test in pose mode for the model to work, the model bends with the legs, instead of just staying still. How do i rig the orange part with the armature for the animation, but not have it bend as if it's a part of the body? This is what the design looks like for an idea of what i am trying to do v

Weight painting is likely the answer. You will want the legs to have some influence over the costume near its entrance, but not much influence, so that the costume will still move a little bit when the legs move. Probably no bones should have influence over the costume except the spine, and the thighs.

Are you using bone envelopes in the armature modifier?


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Assign a different color to each face using geometry nodes
It is easy to set the position of each vertex of a mesh using the SetPositionNode. The change in position is nicely shown in the spreadsheet.
The spreadsheet also lists the faces. Is it possible to assign a color depending on the index of the face?
What would be the corresponding input node for the face data?

You can use the Store Named Attribute node and set the domain to Face:


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I would like to generate a $\mathbb{Z}^5$ lattice with geometry nodes
The image shows a way to generate $\mathbb{Z}^3$ lattice and a $\mathbb{Z}^2$ lattice.
The coordinates from the cube vertices are
(-2,-2,-2)
(-1,-2,-2)
...
( 2, 2, 2)
and from the plane vertices
(-2,-2,0)
(-1,-2,0)
...
( 2, 2, 0)
However, I need a $\mathbb{Z}^5$ lattice. Is there a possibility to combine every vertex of the plane with every vertex of the cube to obtain something like this:
(-2,-2,-2) (-2,-2,0)
(-1,-2,-2) (-2,-2,0)
...
( 2, 2, 2) (2, 2, 0)
In mathematics this operation is called direct product, but I have no glue how to set this up in geometry nodes. All the following operations would act on the set of all possible five tuples. I hope that this is not too technical.

How would you like to output the result ? Right now, I am thinking of instancing the plane at each vertex of the cube. Choosing a vertex of the cube will give you the first part (i,j,k). Then choosing a vertex of the plane will give you the second part (l,m). But I am in the dark about how you could use this...

Another approach is to create a 5^5=3125 point cloud, then to decode the index n as n=(i+2)+5*{(j+2)+5*[(k+2)+5*{(l+2)+5*(m+2)}]} (more or less...)

I'm not in the mood to look up any formulas, but I guess there surely are formulas to calculate this "by hand". So it should be possible to setup Vector Math and Math nodes probably with the help of Separate XYZ and Combine XYZ nodes to recreate this step by step. I mean, people are also recreating fractals and Aizawa strange attractors with Math nodes so I guess it is just a matter of knowing the formulas.

I think the point cloud will do the job. This is great!

If the point-cloud does it.. I'd be intrigued to see the mechanics. I hope one of you writes it up as an answer.

(Using Blender 3.6.8)
Let $K \in \mathbb{N}$ such that $i, j, k, l, m \in [-K,K] \cap \mathbb{Z}$.
Let $B$ such that $B=2K+1$.
The tuple $(i,j,k,l,m)$ is encoded in the index $n$ as:
$$\begin{array}{rcl}
  n & = & 1 \times (i+K) \\
    & + & B \times (j+K) \\
    & + & B^2 \times (k+K) \\
    & + & B^3 \times (l+K) \\
    & + & B^4 \times (m+K)
  \end{array}$$
To decode $n$, a recursive process is used. Let $I^t-K$ stands for $i,j,k,l,m$ with $t=0,1,2,3,4$ respectively. Let $N^t$ such that $N^t=I^t+B \times N^{t+1}$, with $N^0=n$. Then:
$$ I^t = N^t \ \mathrm{mod} \ B $$
$$ N^{t+1} = \frac{N^t - I^t}{B} $$

1. $K$ is set to $2$.
2. A Point Cloud of $B^5$ points is initialized.
3. $(i,j,k)$ are stored in a first vector.
4. $(l,m)$ are stored in a second vector.

1. NodeGroup computing $I^t$ and updating $N^t$.
Resources:

The hint from
@StefLAncien
with the point cloud helped to solve the problem. The following solution generates $\mathbb{Z}^5$ vectors. The range $r$ determines the maximal absolute value for components of the the vector. It must be smaller than 9. So at most vectors from (-9,-9,-9,-9,-9) to (9,9,9,9,9) can be created.
To achieve this a point cloud of the size $b^5$ with $b=(2r+1)$ is created. The index $i$ is mapped into the vector $(d_1,d_2,d_3,d_4,d_5)$ according to the following rule: $$ i = (d_1-r) \cdot b^4+(d_2-r)\cdot b^4+(d_3-r)\cdot b^2+(d_4-r)\cdot b+(d_5-r) $$
This map is performed in the node "Index2Tuple" which is displayed in a separate image. To make the result visible the 5-tuples are split into a 3-dimensional vector and a 2-dimensional one. This yields two sets of points shown in the images for $r-3$ and $r-5$.

Resource:


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Gap in mesh with the mirroring tool
I made something with the mirroring tool and now when I'm sculpting there's a gap between the two sides? How can I fix that?

Attaching a picture of your scene, even only a part of it showing the origin of the object as well as maybe the mirror modifier could help a lot in solving the problem.

enable clipping
move the mesh slightly towards the middle (mirror axis) until the gap is closed and then back to the original position.


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rotate object list (with different origins) around a single pivot Animation Nodes
i'm learning about Animation Nodes and i dont know a lot of things haha
I want to rotate some objects around a pivot point But i don't know how to do That!
Hmmm all is this: i've put a random text on the vertex points of a circle, so 've separated the text and started a loop with the circle as mesh input, i adjunct a picture with the nodes (if it can be made easier please tell me haha)...

The thing is: i can make those elements rotate on its own pivots but i cant make it with a vert on the mesh...
Ok, writting this question i've found the answer e.e (just rotate the circle that i've used as mesh) BUUUUUT now i'm curious, how can i rotate a object list around a 3rd pivot???
Thanks youu!!

You didn't show the render, so it's a little bit confusing to see what you want to achieve and ask, especially you change the question as well at the end. So if I understand incorrectly your question, please point that out.
I think maybe your are looking for the node called "matrix math".
A matrix is like an object, it contains "translation (similar to transform)", "rotation", "scale".
Matrix math currently only contains "multiply operator". The name may sound very confusing, but it allows to transform each individual matrix (ie. object).

Two images are used to states the difference between matrix math and transform matrix.
matrix math works on object's own pivot. Transform matrix works on "world origin".
There are many operator that's only available to a matrix but not a vector. Such as "replicate matrix". So sometimes it may be preferred to "compose a matrix" for distributing objects, or simply use "distribute matrix" node for doing so.
Back to the most beginning, instead of using circles' vertex, you may simply use "distribute matrix", if you really are just looking for a circle.


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Simple scaled cube missing in edit mode
Like the description says. In Object mode the scaled cube is there, but missing in edit mode. Blender 2.81 a
There are missing other meshes too, but i guess its the same problem.


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Realistic Nature (Meadow)
Hey guys i'm working on a nature scene and test a lot of ideas. I came to a point where a bigger plant would overgrow a way smaller one. Like a dandelion plant would do with normal gras. Everything is ready so far, but i don't get everything to collide with each other. Do i have to animate things with the timeline, to get a collision to work? The grass still pokes trough my dandelion leaves. So i guess i have to let the bigger leaves of the dandelion plant "fall" on the gras particles to get some sort of suppression to work?
I also ask myself the same about plants, sticks, rocks and so on in general. Just to simulate a little more the nature. But the other way around, by dropping everything on the gras particles.
Would something like that work with multiple particle systems - collections or objects?
I hope you can see what i mean in the picture. Most of the time only the gras makes it look odd. I would not even notice one or two dasie flowers poking trough a leaf if it would not happen this often with the gras.

i had the feeling collisions only kick off when animating. But what about baking the shadow of the dandelion and use that as a map so that grass particles are shorter there?

I aim for a more realistic solution, but the idea is pretty good. One could use the baked shadows to place a second particle system with kinked blades and also influence the direction in which the blades would grow further by using a weight map.
Then again an animation would not be needed. But i really thought the settings in the particle system would use the different collision settings also to rearrange the particles right from the beginning without animating anything.

I think ppl in your situation usually let the simulation run until it settles and render the 100th frame. But as a side note on realism, in real life there wouldn't be any grass at the base of the dandelion (no root space, no light) and collision would only occur on the edge of the dandelion leaves. So maybe a mix of both methods might do it

That's what i thought too. But the most obvious eye catcher for me was the gras poking trough everything else and in general the big leaves. I think a combination would be also better, since most of the time there are just smaller areas of dandelions or dasies on a real meadow. A vertex group mixed with the shadow solution will help a lot and the inverted vertex group will make everything also a little nicer i guess.
Is an animation to frame 100 in such a situation not slower in general, even when we only render the last frame out?

it takes some time to bake the simulation (and you'll have to rebake when you change the  leaves positions )but once that's done rendering any single frame should take the same amount of time as usual


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Is there a working io_export_batch_obj.py for Blender 2.83+?
i just stumbled across this information about a script for multi export, and there has to be an import too. But all the scripts from the answers here don't work for me:
Export multiple objects to .obj
I guess it's because of the new design and layout?! But is someone working on a newer version of these multi export and import scripts?!

What exactly is not working? Tested... Copy, paste the addon from https://blender.stackexchange.com/a/31852 into a new text document, run the script, go to File > Export > Wavefront Batch... or install as add-on.

It's just not there, not like in the picture, not like in File > Export > Wavefront Batch...
But the log tells me that the installation was a success. So i thought it is just outdated. I also did not find it in the addons section!
But it is working now. I tried to install it again, with the same file i created before. Then i searched manually in the addon section again and there it was... Now it is working. So thank you for testing the script!

I updated the script for 2.8 so... In blender, switch to the scripting workspace, create a new text document, paste the code and run the script. Again, just tested, no issues.

It's alright now. I tried it again, then it worked. I myself created with the copied code a .py file in notepad++. It just did not work somehow. Like i said, i used the same file from an hour ago just now and it just worked. Just did everything the same, like always, when installing addons. No clue why it was not working first...

Cool... glad it worked @Roland


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No environment texture but there is one in the reflections
...something strange here. I have a scene with a node setup with no environment texture, but in all reflections i see one. The world tab and shader nodes are empty and it should be a dark, grey background. Background under the render -> film section is also not set to transparent. In both evee and cycles. I want to find the texture, since i somehow lost it in a later version of my scene.
...i thought at first i broke blender, since all reflections were gone as i used the undo function. But somehow this secret environment texture, which is not shown anywhere else as in the reflections of the object in the scene.
Any idea why this is happening or/and how i get the exact image background back?

you may be in Material preview, in that case I think there's an HDRI by default and in the Viweport Shading you need to enable the Scene World option, or the opposite, you are in Rendered preview and you've disabled the Scene World option and in that case it uses an HDRI?

You can see the built in HDRI by going to Material Preview, and turning up "World Opacity" under viewport shading options.

If you want to use one of the "preview" HDRI's that came with blender as a render-able HDRI, you can find them (.exr files) in the blender folder at ../2.82/datafiles/studiolights/world. The default (likely the one you saw) is forest.exr. Connect it to your world shader as an environment texture.
If you want other options, there are many free places to obtain them online. One of the most popular is HDRI Haven (https://hdrihaven.com/hdris/).

Thanks to you all, there was a similar topic, i took this. But it is in fact a bug within an "older" .blend file, that is new enough that we don't see a difference. I cannot change or see the HDRI's that come with blender and when i open the same file a few tests from before, hit on the rendered icon to choose a HDRI from blender the simulated one gets lost. Somehow blender seems to take over when we open the older blend file and sets a background. Thanks for all your help! ;)
Best way would be to append the object into a new scene with the new blender version features.


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Random Voronoi mesh with geometry nodes
I would like to start with a number of randomly scattered points all lying in one plane. These points define a Voronoi mesh in this plane.

Is it possible to construct such a mesh dynamically from the given points within geometry nodes?

Do you want it to be 2D or 3D ? I don't think I can help you but it should be doable.

I got the same problem - I don't think I can help you, but there must be ways to calculate this (which I don't know), and if you can calculate it, there is probably a way to set it up with Math nodes...


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Align cylindrically shaped particle with velocity in a particle system
I want to simulated particles that are not spherically symmetric but rather elongated in one direction. This elongated direction should always be aligned with the direction, in which the particle is moving. This alignment should also be preserved after collision with the boundary (which is a sphere).
I attach a sample file. There are two kinds of particles atoms and photons. The cylinders that represent the photons should be aligned with the direction of motion.

I found a possible workaround. If I create a particle system with the simulation node in geometry nodes. I have more control over the parameters and I can achieve what I want. If someone else finds a regular solution with in the ordinary framework of particle system, pls. let me know.


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Singularity in Anisotrpic Rotation
I have an issue with the anisotropic (rotation) feature. I am modelling a carbon fiber texture, that should behave differently depending of incoming light and camera angle.
I use a checkerboard texture to turn adjacent squares anisotropic rotation by 0 or 90°.
Below you can find a node Wrangler output of my checkerboard.

However, if I pass this into the anisotropic rotation, I get a singularity in the middle of the top and bottom checkerboard, it looks the bottom of a frying pan. On the sides, the texture behaves perfectly (see Images below). So my verdict is, that blender somehow mixes the rotation input with a vector rotation around local Z of my object.

Is there a way to get rid of this? (Mixing local -z into the rotation component?)
Best regards,
Carl Philipp

Isn't that how anisotropy works? If you don't like the effect why do you want to use it?

In theory, no, anisotropy just says "this material behaves differently in one direction than the other". As a user, I would expect that I can control in which direction that is and how strong the effect is.

Hello Carl :). That's just how the anisotropy shader works in Blender. Perhaps if you explain what you're after, someone will propose an alternative solution.

Create a tangent node and plug it into your anisotropy BSDF.  Play with the tangent node's settings.  You might find what you want, but at the very least, that should make it more clear to you where the rotation about local Z comes from.


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how can i make light pass through an object in blender? (V. 2.92)
i want to make a sun, but wen i put the light point on it, the light don't come out of the mesh.
before:

after:

what i can do?

You should increase the radius of your point light until it's the size of your star (which will produce more realistic shadows) and then increase the shadow's clip start to make sure the star's surface doesn't occlude any light, but not too much so that other objects can cast shadows:

Thank you man! :)


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Particle system images
i want to know how i can set the smoke images right on the balls, i use the particles system. I want the particle system to use smoke images. thank you

Create a plane for your image to be on. put the image on it with (with alpha transparency). In particle system settings under "render" chose Render as "Object". select your plane.
Made you this quick video
EDIT:Image as smoke
shoudl work now

your link does not work


text:
Plane with Principled BSD with image not enough contrast
I use an image with black letters and white background as the texture on a plane.

But the contrast after rendering is very bad. How can I increase the contrast? Or is it possible withput external light source to make the white part of the texture gloom?

It could be because of the Color Management, in the Render setting. You have to change it from "Filmic" to "Standard".
Filmic :

Standard :

By default Blender uses the "Filmic" color management, which handles better colors with high values of light.
When working with "true colors" (ex : for a 2D project with precise HEX values), you have to set the color management to "Standard".
If you want to know more, Chris Brejon got you covered : https://chrisbrejon.com/cg-cinematography/chapter-1-color-management/

Maybe your lighting is not strong enough and you need to add a light. Or you can use an Emission node instead of a Diffuse, or if you use a Principled BSDF, plug your image into the Emission input, and play with the Emission Strngth value: at a rate of 1 you'll see the text as it is and you won't need any light. At a higher rate the material will get brighter and the text will tend to fade out.


text:
How to change a character's pose without stretching any body parts?
I want to force rain v2 to not stretch. How can I achieve that?
In the screenshot you can see, that I turned off stretching. But whenever I want to change the pose of rain v2 some body part stretches.

You need to select an IK target (can be moved without stretch), while you appeared to select an FK target (should only be Rotated, can stretch the character if Moved).  You can disable FK or Stretch Layers to avoid these when doing IK manipulation.


text:
Connect bone to leg
I downloaded Mr. Elephant from https://www.blender.org/download/demo-files/
And now I try to animate the mouse.
First I selected the left leg and the bone "Bone.014" and with ctrl+p "parent to bone". but when I rotate the bone now the whole leg rotates. But I just want the foot to move a little bit.
Before rotation:

After rotation:

This procedure assign a  direct parenting of an entire object (the whole leg) to a bone, so the behaviour is what is expected. You should choose "with automatic weights" option instead, so that every vertex of the leg gets a weighted binding relatively to its closer deforming bones.


text:
I cant access object that where on another layer in 2.79 in 2.8
I wanted to start working on my Blender file in the 2.8 version and when I started working in my existing 2.79 file in the 2.8 version i couldn't access the object that where on another layer in blender 2.79.
The objects do appear in the outliner but in a darker gray and I can't see them.
Does anyone know how to fix this?

I think they are hidden (can you provide a screenshot?), in that case you should be able to unhide them by unhiding all (alt+h) or by unhiding them from the outliner (with the eye icon).


text:
Best way to clean up mesh?
I used the Boolean tools to subtract one mesh to another and thus create this mesh.

The result is not very clean. How can I do to best clean this result and get a nice smooth surface?
Do I need to re-arrange the vertex one by one, or is there a faster, simpler and more effective solution?

can you share the blend file.  There is a faster way, but it would be easier to explain on the actual blend file, one step at a time.

By the way, you can make of the problem disappear by turning on auto smooth in properties editor -> object data properties -> normals

@MartyFouts No sorry, i can't share the blend file!

@MartyFouts you can propose a solution, it's fixed with your solution !

The easiest way to fix this problem is to select the object, and go to properties editor -> object data properties -> normals and enable auto-smooth with an angle of 30 degrees or more:
.


text:
Matching pixel density ratios across multiple objects
Just a quick question.
I have multiple objects that do the same thing and are probably going to have the same exact texture, but they are different sizes. for example I have floor tiles that are going to be 4x4, 2x4, and 1x1 etc. and they are going to be using the same texture. however when I UV unwrap them they have different pixel densities on each object.
Now to fix this what I have been doing is just placing the UV's of the smaller objects over the same position as the larger object and just proportionally editing them to sort of match up. for example I'll take the 4x4 floor tile UV's and place the 2x4 floor til UV's right on top then scale them directly in half in one direction to match the pixel density proportionally as the 4x4.
Is this the correct and only method of doing this or is there a better quicker strategy to tackling this?

You can easily achieve this with wonderful add-on TexTools. I'm using current version 1.2.0.
How to install add-on?
Here is a screenshot from add-on site with whole explanation (I'm posting this one just to keep it safe):

Steps:

Make a Material with texture (important!) or use Checker Map from add-on.
In UV Editor (where TexTools lives) set your texture size.
With one object selected use Texel Density picker.
Select all objects and apply Texel Density.


text:
How to get Global object location - Python
I'm trying to make script which will get object.location but it doesn't works: result of my script is:
Trawa.196 and its location is: Vector (0.0000, 0.0000, 0.0000)>
And every object in my scene has these values
ObjectName = "Grass."
ObjectNameNumber = 1

for i in range(1,200):
if(i<10):
    ObjectName = "Trawa.00" + str(ObjectNameNumber)

    objectTrawa = bpy.data.objects[str(ObjectName)]
    objectTrawa.select = True
    print(ObjectName, "and its location is: ", objectTrawa.location)
    bpy.ops.object.select_all(action='DESELECT')
    ObjectNameNumber+=1
if(i>=10 and i<100):
    ObjectName = "Trawa.0" + str(ObjectNameNumber)
    objectTrawa = bpy.data.objects[str(ObjectName)]
    objectTrawa.select = True
    print(ObjectName, "and its location is: ", objectTrawa.location)
    bpy.ops.object.select_all(action='DESELECT')
    ObjectNameNumber+=1
if(i>=100):
    ObjectName = "Trawa." + str(ObjectNameNumber)
    objectTrawa = bpy.data.objects[str(ObjectName)]
    objectTrawa.select = True
    print(ObjectName, "and its location is: ", objectTrawa.location)
    bpy.ops.object.select_all(action='DESELECT')
    ObjectNameNumber+=1

have you tried debugging parts of your script using the build in python console?

Try objectTrawa.matrix_world.translation for the final world matrix location.

Also this is how you pad zeros before string to keep it length 3: str(15).zfill(3), that should simplify your code a lot.

Thanks @Jaroslav Jerryno Novotny for help: I'm dumb because I forgot to select everything and set origin to center of its surface/volume (every object had pivot in the middle).
But anyway thanks for "objectTrawa.matrix_world.translation" I will use it instead of location
and zfill() function (I didn't even think that this would be so good for my code)
final code
ObjectNameNumber = 1

for i in range(1,649):
        ObjectName = "Trawa." + (str(ObjectNameNumber).zfill(3))
        objectTrawa = bpy.data.objects[str(ObjectName)]
        objectTrawa.select = True
        print(ObjectName, "and its location is: ",     objectTrawa.matrix_world.translation)
        #bpy.ops.object.select_all(action='DESELECT')
        ObjectNameNumber+=1


text:
How to scale object with more vertex to other to fit perfectly?
im coming here for help. I need scale this object with more vertex to the other but need to match exactly, how i can do that?
If i scaling and press ctrl to snapping is not work:/
Thank you.

y don't you copy its dimensions

It should work.. e.g. set your snap as follows, to use the 'Active Element' to snap from, and 'Vertex' to snap to, ensuring the snap is set to affect 'Scale'..

Select all the vertices on the smaller circle, taking care to have a vertex (say one on the X axis?) matching one of the outer circle's vertices active at the end of your selection, and scale it out to snap to its match on the outside.


text:
How to change default sculpting color?
On many sculpting tutorial videos when they enter sculpt mode their mesh becomes a rich red as in here. On mine, it remains in the same black/white layout as in edit mode here. It's much easier for me to see gradients on the red so how do I go about changing this?

You can change the Viewport Shading in the top right corner of the 3D editor. Open up the drop-down menu by pressing the upside-down ^, then select MatCap. Then, press the ball to change which MatCap you want to use.

I believe this is the one you're seeing in the video.

Note that these settings will only be visible if you're in the Solid Viewport Shading mode.


text:
blender animation node problem. 'render animation' crashed
I made sound reactive logo animation. And after finished, I clicked 'render animation' and then my blender file is shut down. Viewport render animation was fine. But I use 2.9 version for eevee motion blur, so it was very trouble. I couldnt find the problem about crashing. So can anyone help me about this situation?
My computer
cpu:x3950
gpu:rtx 2080ti
ram:3600 cl18 64gb
blender 2.9
animation node version 2.2.1
I searched about 'shut down' but usually people said it is computer's problem about ram or something.
Do I need more ram..? :(
File is uploaded. I hope this was just my node tree problem... cause of my not enough knowledge about animation node. Please help me artist.
What is the problem!
enter link description here

Does it shutdown imidiately? For me it renders slow but steadily :)

small tipp: I'd render heavy things like this as png-sequence, because when it crashes you will keep your progress

@AM I also rendered png-sequence before. But.. It also shut down.. Do you use blender 2.9 version? If so, Is there possibility my other add-on was crashed with animation node?

sry, ill have to test it again tomorow. best regards :)


text:
I want to remove one object from my render so that it leaves just a transparent background

I want to remove the pool water from my image, so that there is only a transparent background, so that I can add the pool I rendered in luxcore in photoshop.
Right now, because I could not get it to work, I used the following node setup. Mixing the images right in blender; but I didn't like the color of the luxcore render in that.
Any tipps?

provide your blend file

I'm not a very advanced Blender user so take this for what it's worth... Could you not render the scene without the water (using Cycles, I assume) and then simply take that image and the "pool" from the LuxCore render and merge the two in Photoshop?
Theoretically, you could also remove the water from one image and replace with colour corrected water from the other image in P'shop, too.


text:
Problem with particle system in blender 2.9

I have water droplets raining down from my shower head and when I look at them in Viewport they start at the shower head, but when I render them it looks like that. Does anyone know what could be the problem here?

Are you using any kind of material based displacement on your emitter? If so, that could case the object to be rendert at a different position then in the viewport.

No I don't but I have collision on the shower head. Could it be that I have some settings wrong there that cause the problem? Oh and thank you none the less for the sugestion

I don't know about any settings on a collision mesh, that could change the appearance in the render but not in the viewport, but im not completely certain, that something like this couldn't exist, sorry.


text:
Can not join two vertices
I'm a very beginner in Blender. I'm trying to connect two vertices laying on the same plane (these edges were a part of a face that I deleted earlier):

But when I select them and press J it shows the Could not connect vertices error. How to solve it? What I'm doing wrong?

Hello :). To create new edges go Vertex > New face/edge/vertex (shortcut: F). J only works to connect vertices across an existing face.

J only works on faces that already exist, it's basically a shortcut to cut a face between vertices (like the knife tool but just for cutting a face between vertices with a single button press)
You want the F key for this one. It will "fill" an edge between the 2 vertices.
If you want to make a face from 3 or more vertices, select the vertices and hit F to make a face.
F can be used in many different situations, like simply selecting a single edge that has other edges connected to it and boom, instant face. Try it out!

I wouldn't say J is a shortcut for the Knife Tool. First of all it's the shortcut for Connect Vertex Path, which means you have to select vertices to use it. Second, the Knife Tool has its own shortcut K and is capable of cutting faces and edges everywhere without the need to select vertices (although cuts can be snapped to vertices). That's a very different tool.

I didn't mean a keyboard shortcut, just an easier way to cut a face quickly between 2 verts, I'll update the answer

Yes, I think it's better now, otherwise it might confuse users that are new to Blender.


text:
FBX export issue
Hi I'm trying with no success at all to export a FBX file from my blend file with texture
Uv are made .
I already select "copy" on path mode.
I also check the embed texture button.
I try on blender 2.93.5 (and also on blender 3.10) no succes at all
After I checked my FBX file with mixer / 3ds max / blender / etc no texture with it empty blank mesh ...

okay thx I understand like its not possible to add texture on a fbx but how come on this video the guy succed ? https://gamedevtraum.com/en/blender-2-8-en/how-to-export-a-3d-model-in-fbx-format-with-textures-in-blender/

https://youtu.be/WLQoOdUqrHs?t=685 also here they easily export with no problem ?

https://www.youtube.com/watch?v=kEP34CbPWUo also here

It is not impossible to export materials, but you need to use a node setup that the FBX exporter supports, like is shown in your video. See the manual for more info. Only VERY simple setups are supported. Your "mask" setup is too complicated.

@Marty Fouts I wish people would stop linking that answer. It basically says "it's impossible" and like OP observed, it obviously isn't.

Got it NOW thanks you @scurest yhea u so right . A simple setup work flawless U can add an answer I will green tick

@scurest  I misread that answer, and thought it was instructions to bake textures.  After reading your comment, I see I was in error.  I've deleted my comments pointing to it. Thanks.


text:
Press ctrl+alt+0 to explodes My character
I just want to modify the composition of the camera.
But i Press ctrl+alt+0 to explodes My character
here is a video that shows the problem: https://youtu.be/0UgAtkNy1dE
here is the .blend file: https://www.dropbox.com/s/2k9mj85dm8ok3ha/perona06_02%20af%20%20with%20automatic%20weights.blend?dl=0

Do you have anything parented to the camera? Does manually moving or rotating the camera (rather than Ctrl+Alt+0) also cause the issue?

In the Properties panel > Scene > Scene > Camera, switch back the dropdown menu to Camera

The problem is that you have inadvertently set part of your mesh to act as the active camera. This can be easily done by selecting an object and pressing Ctrl+Numpad0 - and it means that when you are trying to move the “active camera” it is pulling your mesh and rig apart, causing the distortion.
To resolve this simply select your actual camera and press Ctrl+Numpad0 to set that as the current active camera. Ctrl+Alt+Numpad0 should now be back to moving your actual camera rather than the mesh.


text:
Where can I find the custom bone in version 2.8?
When I import a character created in version 2.79 of Blender to version 2.8, I do not see a custom bone. I am currently using version 2.80.31 of Blender.
Some characters seem to have a custom bone, but there are more characters that do not.
Do I have to wait for the official 2.8 version?
Or is there another solution? I tried Google but I could not find the right answer for me.

I'm not sure what you mean, to custom your bone you need to create the shape with a mesh, then select the bone you want to custom and in the Properties panel > Bone > Viewport Display , choose the mesh as Custom Object

I lacked my English skills and I did not understand your writing well. Where can I find relevant tutorials?

I'm going to make an illustrated answer

Could you please share your original 2.79 file? The strange thing is that when you append the armature in 2.8 it should also append the original objects that are used to custom your bones...

https://drive.google.com/open?id=1xz7hHVwNhpmSCeg3xvn0k_QuRKnKm_Fl

It looks like the Collection 11, the one with your bones, was hidden, I don’t know why as I don't know a lot yet about how the switch from 2.79 layers to 2.8 collections works, but anyway unhide it:

About custom bones, how to create custom bones:

In Object mode, create the object that is supposed to be used as the bone's custom shape, for example a sphere.
Select your armature, switch to Pose mode, select the bone you want to custom.
In the Properties panel > Bone > Viewport Display, enable Wireframe so that your custom bone will be displayed as a wireframe, and choose your sphere as Custom Object.
Now your bone is displayed as a sphere in Pose and Object mode.
You can modify the original sphere object (edit, rotate, scale...), it will be directly replicated on the custom bone. But you can scale in the same Viewport Display menu.


text:
If I combine two objects by pressing Control + J, one side becomes strange
If I select two objects at the same time and press Control + J,
one side turns strange. Why is this happening?
Here is my .blender file: https://drive.google.com/open?id=1krNaVE55Fo-GmDQxwTKkPm0460x-lxL4

Possible duplicate of Why are some faces in my mesh darker?

From what I see, you've mirrored one object by scaling it negatively from the other (look at the scale values, one is negative on X while the other is positive). Which under the hood kinds of turns the mesh inside out twice like a sock.
But when you join the two meshes together, you lose the scale value from the joined object, which is replaced by the target object. So you end up with reversed faces.
To fix that, simply enter edit mode, select everything with A and hit Ctrl N to recalculate the normals.
Besides that, if you know you're gonna model mirrored parts, you should use the Mirror Modifier. It's a more efficient tool, on top of being reversible, editable at any time, and gives you more modeling possibilities.
One more thing :
By looking at your object, you can see that they have uneven scales, not equal to 1, as well as some rotations.
It might be intentional, but usually, you want to keep your objects scales equal to 1, or at least even (if uneven, you will have troubles while modeling, texturing and so on). Rotations should be usable ones (90s, 45s, .... are ok, but "-0.000001" are not) unless you do need those.
So you might want to apply those transformations or undo them, depending on your needs. To apply transformations, use Ctrl A menu. To undo transformations, use the shortcuts Alt G/R/S (G for location, R for rotation, S for scale).

Don't ever have a negative scale! Don't adjust the shape in object mode, (only in edit mode) or apply the transforms then! (CTRL+A>>rotation&scale)
If you make a mirror with negative scaling it will flip the normals. You can recalculate or flip them back in the normals menu in edit mode.

I wouldn't be so clear-cut about this "don't ever do this" stuff. Negative scales and transforms in object mode are handy possibilities, it really is a matter of being aware of how those work and how to use them properly.


text:
Re-question: Shape of mouth is awkward
I'm doing rigging of the mouth using rigify.
Ringging seems to be good(I think), but when i open the mouth, the shape of mouth becomes a little awkward.
Do I have to make the weight paint work more delicate to solve this awkwardness?
Or Is modeling the problem itself?
Here is the .blend file: https://www.dropbox.com/s/3n6i83715d95e3a/2b_11_mouth%20is%20awkward.blend?dl=0 Here is video that show the problem: https://youtu.be/dVGSkKjqIqw

TRy going into edit mode on your mesh. Then, select the weird part and find out what bone you want to control it. Then in vertex groups click on the black arrow and remove from all the vertex groups. Then, click the group of the bone you want it on and click assign.


text:
Fingers do not move when i move right hand
There is no problem when i move left hand, but some of fingers do not move when i move right hand.
Perhaps the solution is weight paint. I do not find which bones have this problem.
here is the.blend file : https://www.dropbox.com/s/52tphkvo7vacui6/2b_09_question.blend?dl=0
here is a video that show the problem: https://youtu.be/Y4uAtzpHC8s

I think you have accidentally deleted a bone, which was responsible for the ring finger R bones to move (the weights are OK: if you move the deforming ring R Bone, the mesh follows). As this rig is quite complex, probably the simplest way to fix the problem is to delete the rig and generate a new one: then select the mesh and add an armature modifier, choosing the new rig as object: if the names are the same the weights will be already OK.
This case explains why it is useful not to delete the metarig.

Thanks josh sanfelici. My problem is completely resolved.


text:
Why does the shortcut I created change to NDOF Fit
I changed the shortcut for Frame Selected from Number . to Shift F and after I saved the project the shortcut changed to NDOF Fit and I can't change it or remove the shortcut. The only way I can change it is to reset the default settings but that removes everything including my project.
How do I create a short cut for Frame Selected when it says NDOF Fit.

Blender Preferences > 3D View > 3D View Global > View Selected > Keyboard F


text:
Is this possible to create differents UV Maps in one time?
I don't have much knowledge about UV Map and texturing, so I want to know if it's possible to take this mesh who has a loooot of differents parts:

and use "Smart UV Project" to have one map for all parts separately.
For now blender generates a big UV Map, so when I export my mesh to substance painter it's impossible to do something, my texture is horrible.
And make UV for all objects one by one will take me several hours.
Or if somebody has another best solution to texture this mesh please tell me :).
Thanks.

You can create up to 8 UVMaps for your meshes, but in this case it makes no sense. Just separate the model by assigning different materieals for each part and Smart UV one part at a time. Just use one UVMap and don't care about the different material's UVs overlap each other, it will work fine in Blender and SBP.

Ok, I'm going to do that, thanks a lot !


text:
Random scale and rotation for each particle on all axis separetly (Animation Nodes)
I'm looking for a way to randomize particles (objects) on all axis separetly, so I would get different shapes of them (not overall size). Just to give them a range for a random scale or rotation like 30% and they would get different shape each of them. I'm sure it's possible with Animation Nodes. Any hint about what kind of nodes I should use? Was experimenting with Vector Random but still no luck.

You should make 3 random nodes, then combine them into one vector

You can use the Vector Wiggle node which will generate a 3D Vector randomly based on the input seed. Click the "Add List" icon to generate a given list of random vectors.
Tweak the amplitude in order to constrain x,y, or z axis in a given range.
You can also animate it with the evolution input and the speed factor.
Animation nodes manual :
https://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/vector/vector_wiggle.html


text:
How do you exit a modal by clicking on a button operator in a panel
Blender 2.8
Windows 10 x64
I have a start and stop button operator on my panel.  The start button executes the modal as expected but I don't know how to get the stop button to exit the model via return('CANCELED')
Below is my code if you need it for testing
bl_info = {
    "name": "Brush strength mousewheel",
    "blender": (2, 80, 0),
    "category": "Brush",
}

import bpy
from bpy.props import EnumProperty
from bpy.types import Operator, Panel, PropertyGroup

# ------------------------------------------------------------------------
#    Scene Properties
# ------------------------------------------------------------------------

class MY_Properties(PropertyGroup):

    float_slider: bpy.props.FloatProperty(
        name = "Float Value",
        description = "A float property",
        default = 1.0,
        min = 0.010,
        max = 10.0
        )

class SCULPT_PT_CustomPanel(Panel):
    bl_label = "My Panel"
    bl_idname = "SCULPT_PT_custom_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tool"
    bl_context = "sculpt_mode"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        layout.operator('my.brush_stregth_op', text='Start').action = 'Start'
        layout.operator('my.brush_stregth_op', text='Stop').action = 'Stop'
        layout.prop(mytool, "float_slider")

class MY_OT_brush_stregth_op(Operator):
    bl_idname = 'my.brush_stregth_op'
    bl_label = 'Test'
    bl_description = 'Test'
    bl_options = {'REGISTER', 'UNDO'}

#    _timer = None

#    Determines which button was clicke by .action attachd to operator from panel

#    action: EnumProperty(
#        items=[
#            ('Start', 'start', 'start'),
#            ('Stop', 'stop', 'stop')
#        ]
#    )

     # if self.action == "Start"
     # do something

    def modal(self, context, event):
            scene = context.scene
            if event.type == 'WHEELDOWNMOUSE':
                scene.my_tool.float_slider = scene.my_tool.float_slider - .1
                self.report({'INFO'}, "The value of the slider: " + str(scene.my_tool.float_slider))
            elif event.type == 'WHEELUPMOUSE':
                self.report({'INFO'}, "The value of the slider: " + str(scene.my_tool.float_slider))
                scene.my_tool.float_slider = scene.my_tool.float_slider + .1
            elif event.type in {'ESC', 'RIGHTMOUSE'}:  # Cancel
                self.report({'INFO'}, "The value of the: " + str(self.action))
                return {'CANCELLED'}
            elif event.type == 'TIMER':
                self.report({'INFO'}, "The value of the: " + str(self.action))
                if self.action == 'Stop':
                    return {'CANCELLED'}
            else:
                bpy.context.tool_settings.sculpt.brush.strength = scene.my_tool.float_slider
                return {'PASS_THROUGH'}

            bpy.context.tool_settings.sculpt.brush.strength = scene.my_tool.float_slider
            return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        wm = context.window_manager
#        self._timer = wm.event_timer_add(0.1, window=context.window)
#        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

classes = (
    MY_Properties,
    SCULPT_PT_CustomPanel,
    MY_OT_brush_stregth_op
)
def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    bpy.types.Scene.my_tool = bpy.props.PointerProperty(type=MY_Properties)
        # handle the keymap
#    wm = bpy.context.window_manager
#
#    # handle the keymap
#    wm = bpy.context.window_manager
#    km = wm.keyconfigs.addon.keymaps.new(name='Sculpt Mode', space_type='EMPTY')

#    kmi = km.keymap_items.new(ModalOperator.bl_idname, 'T', 'PRESS', ctrl=True, shift=True)

#    addon_keymaps.append((km, kmi))

def unregister():

       # Note: when unregistering, it's usually good practice to do it in reverse order you registered.
    # Can avoid strange issues like keymap still referring to operators already unregistered...
#    # handle the keymap
#    for km, kmi in addon_keymaps:
#        km.keymap_items.remove(kmi)
#    addon_keymaps.clear()

    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()

Use a property switch
Declare a boolean property with an update method.
def toggle_op(self, context):
    if self.toggle:
        bpy.ops.foo.bar()  # start the operator

bpy.types.Scene.toggle = BoolProperty(update=toggle_op)

In your modal
if not scene.toggle:
    return {'CANCELLED'} # or self.cancel(context) to do some clean up

Related example for 2.7x
Link selection between VSE strip and object?

In which class do I define the toggle_op method?

@taichi None, that's a pure update function only been called when toggle is updated with new value


text:
How to create a nice ceramic shader?
How can I make ceramic material like this?

Try these settings. Using PRINCIPLED BSDF seemed to work well for me.
2.79 sorry.


text:
add a round reinforcement around the edge
I wan't to do a box with rounded edges, so I try to use wireframe + subdivision surface or skin but it doesn't work, can you help me?

Sounds like you're looking for Bevel. You can Bevel your Mesh in Edit Mode by pressing CTRL + B, or you can just use the Bevel Modifier:


text:
Is it possible to overlay a main video with a cutout of another video?
I'm imagining a shot where a man is watching a phone call in the background, then as the man on the phone walks past the man in the background he disappears

To be honest this is my first time using blender or doing VFX in the first place. I'm really just trying to figuring out where to get started.

Thanks a ton, I'll look into it

Will do, thanks for getting me started


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How to prevent blurry interpolation when scaling a texture?
I am using gazebo to develop some optical measurement system and I have to get a good proportion for textures in the object. I made a pyramid of 25 x 12.5 mm and unwrapped a texture in order to have 1 square per millimeter, so I made a texture with a resolution of 25 x 200 (doesn't matter the height for unwrap) and using blender I set the position as the images below.

When I open the object in Gazebo 7 it appears blurred, as the image below. Resolution of the image is 25 x 200 pixels.

Image width 25 pixel
Object width 25 mm
Final Resolution 1 px//mm.
When I rescale the image for 250 x 2000 pixels (10 times), I get the result I wanted but I don't understand why.

Image width 250 pixel
Object width 25 mm
Final Resolution 10 px/mm.
As it is possible to count, the height of object has 25 squares in both images, but the first case gets blured. Anyone can help me explaining why this happens?

Hello and welcome :). I looks a lot like some pixel interpolation for low-res textures. That would explain why hi-res textures work fine.

The problem comes from Gazebo which does linear or some other sort of interpolation on the low res texture instead of using nearest neighbor. Try to find this setting in the Gazebo material options.

If I had to guess, based only on what the texture output looks like in the window, I would look to see if there is any type of texture filter being applied such as Gaussian and the like that is going on somewhere around the texture to uv mapping area.


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How can I convert a particle system into it's own truly single object, in order to project onto it?
I want to take a video and project it onto a particle system that corresponds to shapes in the shot. Blender makes it easy to do projection aka camera mapping, but I can't figure out how to convert/export my particle system into a single editable object to which I could apply one single material (in this case the video as an image texture) .
I already know that you can "join" particles after "converting" the system, but this is akin to parenting and doesn't let you apply a texture to the sim as though it were one object, but rather it lets you apply one texture to every object. This will not work for a camera projection.
I think the answer may lie in successfully exporting the simulation as an obj sequence or something like that, but I can't seem to export the animated particles in any usable format. OBJ creates a still group of particles, and FBX creates a total mess. Maybe I'm doing something wrong, or maybe someone has an alternate idea, but I would really appreciate some expertise.
Thanks!


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Adding Textures to a Model?
How can I add all the texters that should be on the obj soldier model?
When I want to add texture, my whole model stands out. Because of this, I can add only one texture.
So, I threw a photo on where there are a lot of textures, how to add them?
I can’t find the answer, I’ve been suffering for several days.
/LGhYb.jpg

Hello and welcome :). That's a lot of textures. Did you get an *.mtl file with your model? That would do most of the work for you.

Hello! I told the model from here:
https://p3dm.ru/files/characters/soldier/10217-swat-castle.html
I don’t know how to apply textures to it.

It seems you'll have to create new materials for your textures first. This thread could help: https://blender.stackexchange.com/q/111115/78972

Unfortunately, it does not help :(

Well, this model doesn't contain any *.mtl file. An *.mtl file adds all textures automatically, without it, you'd have to do it manually (looots of work here). I'd look for another model, if I were you :).


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Border Selection in blender like in 3ds max
In 3ds max we have:
-vertex selection
-edge selection
-border selection
-face selection
-element selection
I wanted to know if an option/add-on like border selection exist it will be a time saver for selection gap in mesh and then bridge them

hello, could you please show what it means with a screenshot?

Agree with moonboots, I'd suggest explain what it does in max so we can all help finding what you're looking for. To me it sounds like: https://docs.blender.org/manual/en/latest/modeling/meshes/selecting/loops.html#edge-loops-all-boundaries

For a particular border:
If you AltLMB select an edge on a border, it will select up to non-loop poles. Still holding  Alt, a second click will extend the selection to the whole border:

If you want to select all borders, then select one border edge, and Shift G Select Similar > Amount of Faces Around an Edge will find the rest:

if you hold alt and click an edge it will select the whole loop. it stops at poles (vertices with 5+ edges attached), but you can hold shift and just select more edge loops. I hope this is what you mean.

Border selection is the open, continuous edges of an object. Such as a hole in the face of a plane, or the outer edges of the plane.


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How to switch to "active" after append?
When I try to use bpy.ops.wm.append, the object appears "selected" with the red outline, but how do I switch it to "Active" with yellow outline?
bpy.ops.wm.append(
    filepath="Prefab_Objects.blend",
    directory="/Users/Yuri/Desktop/Blender_Python_Test/Prefab_Objects.blend\\Object\\",
    filename="tower")

(I need to apply bpy.context.active_object.name afterward, but can’t because the object is not "active")

The recommended way is to use BlendDataLibraries Have a look into: https://blender.stackexchange.com/questions/34540/how-to-link-append-a-data-block-using-the-python-api

You can set the active object with this command:
If len(bpy.context.selected_objects):
    bpy.context.view_layer.objects.active = bpy.context.selected_objects[0]

The active object is now reachable by:
active_obj = bpy.context.active_object

Thank you! bpy.context.view_layer.objects.active = bpy.context.selected_objects[0] is working!


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Sharp edges with a smooth model, how do I fix this?
So I'm trying to smooth out the sharp edges of this model, and with the smooth shading there's still some sharp edges, here's what it looks like.

I've also tried to use Auto Smooth, but it gives off a weird shading that I don't like, and so I just have that off, here's what that looks like..

Is there any way I can get rid of the sharp edges without using auto smooth?

Can you upload your project to https://blend-exchange.com/ ?

Probably needs more geometry to be properly rounded - you could use a Subdivision Surface Modifier but that will bring the need for supporting geometry to make the mesh look proper.


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Loop through a collection of bezierCircle [Python]
I have this code:
import bpy
import numpy
import math
import os

from mathutils import Euler
from bpy import context, data, ops
from math import radians

#Shortcut for the scene
scene = bpy.context.scene

#Select everything
bpy.ops.object.select_all(action = 'SELECT')
#Remove everything in the scen
bpy.ops.object.delete(use_global = True, confirm = False)

#***********************Circles************************
#Definition of constant parameters
Circle_radius   = 1
number_circle   = Circle_radius*4
Circle_location = (0, 0, 0)

#Defnition of the rotation for the first circle
Circle_rotation = (radians(0), radians(90), radians(0))

#Creation of
for i in range(number_circle):
    #Definition of the geometry of the circle
    Curve = bpy.ops.curve.primitive_bezier_circle_add(radius   = Circle_radius,
                                                      location = Circle_location,
                                                      rotation = Circle_rotation)
    #Defnition of the rotation for the other circle
    temp = Circle_rotation[0]
    temp = temp + radians(45)

    #Create a collection with only circle components
    Circle_rotation = (temp, radians(90), radians(0))

#***********************Camera parameters************************
focal    = 3.04  #focal lenght (mm)
sw       = 3.68  #sensor width (mm)
sh       = 2.76  #sensor height (mm)
eul_mode = 'XYZ'

#Define the number of camera we want
#number_cam = number_circle + 1
number_cam = number_circle

#Add camera in the scene with the location and rotation wanted
for count in range(number_cam):
    #Creation of the camera as a camera
   cam_name = f'Camera{count}'
   cam      = bpy.data.cameras.new(name = cam_name)
   cam.sensor_fit = 'HORIZONTAL'
   cam.lens       = focal
   cam.sensor_width  = sw
   cam.sensor_height = sh

    #Creation of the camera as an object
   cam_obj = bpy.data.objects.new(cam_name, cam)
   cam_obj.rotation_mode  = eul_mode
   cam_obj.location       = (0, 0, 0)
   cam_obj.rotation_euler = (radians(0), radians(0), radians(0))
   scene.collection.objects.link(cam_obj)

   cam_obj.scale = (0.5, 0.5, 0.5)

    #*****************Clamping **************************
for cam in [obj for obj in bpy.data.objects if obj.type == 'CAMERA']:
    #Definition of the tracking parameters (target and who is tracking)
    target = bpy.data.objects['BezierCircle']
    Camera = cam

    #Add a constraint
    tracking = Camera.constraints.new(type ='CLAMP_TO')

    #Add a target
    tracking.target = target

    #Definition of the axis
    tracking.main_axis  = 'CLAMPTO_Z'
    tracking.use_cyclic = True

    #Select the object on which the constraint is applyed
    bpy.ops.object.select_all(action ='DESELECT')
    Camera.select_set(True)

    #Apply the constraint
    bpy.ops.object.visual_transform_apply()

    #Influence = 0
    Camera.constraints.get("Clamp To").influence = 1

And I would like to loop through a collection of bezierCircle to change the target of the constraint.
Do you know how I can do that? Thanks for your help


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How to apply a texture to a light through a python script
I would like to apply an image texture to my light.
Here is my script but it does not work. I get the following error message: "AttributeError: 'NoneType' object has no attribute 'nodes'".
How can I apply a texture to my light with python?
Here is my code
Thanks for your help
import bpy
import numpy
import math
import os
import bmesh

from mathutils import Euler
from bpy import context, data, ops
from math import radians

##Defined the rendering engine used
bpy.context.scene.render.engine = 'CYCLES'

##Light creation
light_data1        = bpy.data.lights.new(name = "Light", type ='SPOT')
light_data1.energy = 276 #Power (W)

## create new object with our light datablock
light_object1 = bpy.data.objects.new(name = "Light", object_data = light_data1)

## link light object
bpy.context.collection.objects.link(light_object1)

## make it active
bpy.context.view_layer.objects.active = light_object1

##Light information
light_object1.location        = (0, 0, 15)        #in meters
light_object1.rotation_euler  = (0, 0, 0)        #in radius
light_object1.scale           = (1, 1, 1)      #in meters

############ Material light ####################
#Define the object used
object = bpy.context.active_object

#Enable node tree
object.data.use_nodes = True

#Active the material of the object chosen
material = object.active_material

#Active the nodes of the object chosen
nodes = material.node_tree.nodes

############ Material example ####################
#Making a material
material = bpy.data.materials.new(name = "Calibration Texture")

#Add an image shader
texImage = material.node_tree.nodes.new('ShaderNodeTexImage')

#Load the image in the image shader
texImage.image = bpy.data.images.load("D:/Documents/Blender/textures/Calibration patterns/Checkerboard-A1-30mm-27x18-1.png")

#Set a localisation of the texture shader
texImage.location = (-400, 270)

############ Connection ####################
#Link the output to the input
#material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
nodes.inputs[0] = texImage.outputs['Color']

Your active_object in the line material = object.active_material of the script is a light source which has no material.

I found the solution, thanks for your answer.
A light, regarding the shading window, have a node, and, I assume, textures can be applied on it.
According to the API commandes, what I would like to do can be achieved with view_layer.active_layer_collection.collection.objects.link(light_object)


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Can Blender easily render a single image from 3D source files?
Very simple project:  I have a number of PNG image files, including textures, height map, normal map, and some masks.  I want to turn these into a single still image.
Before I invest time learning how to do this in Blender, I'd like to know whether Blender can even do this, and how easy it's likely to be.  I know a lot of the concepts of 3D rendering, but I've never used this kind of software before.
Is Blender likely to be a good choice for me?
Thanks in advance!

It's quite hard to know what do you mean by "turn image files into a single image". If it's about rendering model with textures then obviously yes, that's what Blender does with its numerous render engines. Some information could be required if you need more details about the process, e.g do you have actually a mesh, is it unwrapped etc. You can [edit] your question

The types of images you mention are what you would use in blender to control the surface appearance of a 3D object, that you then position and render into a 2D image.
If you want to merge multiple images into one image, you would be better off using a 2D image editing program like GIMP or Krita. Another option could be using ImageMagick to combine them using the CLI.


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How do I bake my texture for animation?
I am working on my first ever animation, and I have realised if I turn off the material for my "ship" it drops the render time per frame by 50% for me, which is huge as they are around 1hr10min per frame at the moment.
I have tried to follow some tutorials, but they all seem to assmume I want to bake the light in, which I assume I dont want to, with an object thats going to be animated as its lighting will change?
So my questions are:
1) Is this the right thing to do at all?
2) If so what bakes do I do, and with what settings?
Here is the node tree, and blend file The material is called glowing grebble and is applied to the ship hull.
Thanks so much.

To use one Principled Shader, pool channels and bake masks separately (emission, roughness, color). Use Node Wrangler (Ctrl + Shift Click) to bake via emission and avoid shadows.
Steps:
Set emissions to white for a 100% emission mask.
Create and select an Image Texture Node with high resolution.
In Cycles Render, go to Bake > Emission pass: uncheck "selected to active," set margin low or 0, and bake with the texture node selected.
Save the image in the Image Editor.
Pool other channels and route to the viewer node. After baking, plug maps into the Principled Shader to save calculation time.

Thanks ! I'm rendering a test run now. I'll try this when it's done later today :D


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Object not appearing the render, but is appearing in viewport render
Sorry in advance if this is a duplicate, but I have read anything I can find with "Object missing in render".
I am doing the updated blender 2.8 doughnut tutorial.
My Icing for my Doughnut is missing in action.
My icing appears just fine in the viewport, including in render mode.

However if I do an actual render:

It does not seem to be disabled, these are the setting I have already checked and they all seem to make sence.

Did you use Texture paint for the icing?

Not I sculpted it, and created materials, but not done a texture paint yet.

I have painted vertex weights over it for the sprinkle/particle density but thats it.

However I have not watched this tutorial but it seems particle system is used for sprinkles on ice and I think You Have Disabled the 'Show Emmiter' Option in Particle settings
but in viewport display it is enabled that's why this ice is shown in viewport but not in rendered view
for emmiter ie; ice to be visible in rendered view just go to particle settings and in render check "show emmiter " and this will work

This was the fix ! Thank you


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How to apply custom textures
I'm new to Blender and was just messing around with the texture tab. I've created a very simple texture and can't seem to figure out how to apply it.

Everywhere tutorial I find always talks about adding an image as a texture. That's not what I'm looking to do. I simply want to apply this texture to the basic cube that Blender opens with. How can I accomplish that?

https://blender.stackexchange.com/questions/117950/why-arent-most-of-the-displacement-noise-options-available-in-the-node-editor/117970#117970

Your texture you have here is a brush texture. You need to add a new material to the cube and the add the same texture to the material node tree, possibly recreating the settings you have here as a brush.


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Can anyone get this addon to work? Resolve Camera Tracks.py
https://github.com/Uberi/MotionTracking.
I've trying versions 2.83, 2.92,2.93,3.00 and i can't get it to work.
I managed to install it by copying the code into a new file, but It doesn't give me the command that it describes in step 14:
"Select all the generated empties, and invoke View3D > Object > Resolve Camera Tracks."
I f3 searched for it and looked on the ui for View3d. If anyone can Get this to work would you show me how?

I feel like it's just a Version Number problem. I tried to run it as a script and it worked, while installing it as an add-on gives a prompt to upgrade to 2.80 in the Add-on interface. There were a high number of API breaking changes jumping from V2.79 to V2.80 so add-on developers were required to manually change the version number in their add-on, otherwise it wouldn't even register.
On line 12, replace
"blender": (2, 75, 0),

with
"blender": (2, 80, 0),

And you should be good to go. It didn't throw any error so I assume it's working and I can find the operator you're looking for. Unfortunately I don't have the data to actually test it so I can't say for sure it works. At least the add-on registers now.

Thank you. that solved that problem.   now i'm getting this error. I'll have to try a better track maybe. Traceback (most recent call last):
File "C:\Users\Office\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Resolve Camera Tracks.py", line 45, in execute
resolved_empties.append(self.add_resolved_empty(point_targets))
File "C:\Users\Office\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Resolve Camera Tracks.py", line 182, in add_resolved_empty
resolved.empty_draw_type = "SPHERE"
AttributeError: 'Object' object has no attribute 'empty_draw_type'

replace all instances of empty_draw_type by empty_display_type

Traceback (most recent call last):
File "C:\Users\Office\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Resolve Camera Tracks.py", line 45, in execute
resolved_empties.append(self.add_resolved_empty(point_targets))
File "C:\Users\Office\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Resolve Camera Tracks.py", line 183, in add_resolved_empty
resolved.empty_draw_size = 0.1
AttributeError: 'Object' object has no attribute 'empty_draw_size'
Thank you! The error changed a bit. Oh, it's creating a empty but it's at the origin.

@jitone1 Same deal, replace empty_draw_size with empty_display_size

wow. so is this what programing is like? one error after another? I seriously have a lot of respect for what you do. Python: Traceback (most recent call last):
File "C:\Users\Office\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Resolve Camera Tracks.py", line 53, in execute
for empty in resolved_empties: empty.select = True
AttributeError: 'Object' object has no attribute 'select'
location: :-1

@jitone1 yeah that's pretty much it ^^ Let's continue this discussion in chat : https://chat.stackexchange.com/rooms/126293/updating-resolve-camera-tracks-py


text:
Strange Parent motion.missing dope sheet
Teddy Bear 5Walk3.blend
Teddy Bear 5Walk3.blend1
I'm trying to get this teddy bear to look around, get up and walk away. I see two problems: the EYE & NOSE rotate around the face as it's moving and I can't find any keyframes in the dope sheet. Any Ideas? Thanks.

And this is why the blender community is so great! Thank you.

Your eyes and nose are not controlled by any bone. What you should do is:

Select your armature, in Pose mode select all and bring back your bones to their rest pose with AltR, AltS, AltG. By the way it would be better if, by default, in rest pose, you armature stood up, and the character's mesh as well, you could correct this in Edit mode for both the objects but it's another topic.

Select your eyes and nose, Shift select your body and join. Go in Edit mode, move your eyes and nose where they are supposed to be (and delete the double eyes and nose you've created).

Your eyes and nose are still not controlled by any bone, select them in Edit mode. As it's the HeadBone that is supposed to control them, go in the Properties panel > Object Data > Vertex Groups, select the HeadBone group and click on the Assign button. Now eyes and nose should follow.


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Help I can't figure out why this won't unwrap correctly
The unwrap has edges connecting two pieces when I don't think it should and i can't figure out why. There is also a floating circle which is part of the seam. I've tried cleaning up the mesh, but i'm still missing something. Thanks guys!
owl.blend1
owl.blend

Your files are private

SORRY. I fixed that.

As Eanix says, your topology is not correct, here it looks like you have 2 faces but you've actually got only one face, and the edge just overlays, it does not separate the face in 2 different ones, it just join 2 vertices of this 7 vertex face. Maybe you thought you were separating the face (with J) when actually you were just joining 2 vertices (with F):

If I delete the face, you'll even see that this edge is actually part of an inner face:

So delete this inner face as well and refill 2 separate faces. More generally, check your whole topology, for example it's better to only use quads.

Ahah! THANKS. I just couldn't find it. I knew i was making a simple mistake!

There's a face within your mesh which shouldn't be there and the edges don't connect properly.

Which mesh is it? Illustrate please.


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Moving a bone in multiple keyframes
So i have blender 2.83.3.
In my scene I have 600+ keyframes, and there is a bone that I want the move to a different location for 500 of those keyframes.
Is there a fast way to move those or do i have to more them keyframe by keyframe?
I thank anyone with more XP then me!

have you tried to do it via the Graph Editor? You need to select the bone, enable the Only Show Selected option, select the track you want to change, like X Location, lock the others, select the curve vertices between frame 1 and 500 and move them

Thank you! i'll try that this evening when i get a moment.

Yup this is the answer I needed to learn about! Thank you.if you copy this I'll choose it as an answer

Do it via the Graph Editor.
You need to select the bone, enable the Only Show Selected option (arrow button), select the track you want to change, like X Location, lock the others (or hide them with ShiftH, select the curve vertices between frame 1 and 500 and move them in the Graph Editor Y axis.

enable auto keying , and start , that small record type button next to play button on the left in the timeline


text:
Stray vertex that refuses to be deleted
This Vertex does not want to be deleted. I went into edit mode (i selected my model) and i selected this vertex, pressed delete and clicked vertices. But it did not go away. I checked if blender was being stupid and tried deleting face and edge after selecting it, but it still did not delete. Nothing I tried can delete this stray vertex. Also in object mode, when im trying to rotate my object it rotates about the vertex.

That doesn't look like a vertex, it looks like the Object Origin - the point which marks the location of the object in 3D space.
You should be able to confirm this by looking at the status bar at the bottom of the window. It should show 'Verts 0/0', showing that all vertices have in fact been deleted:

You can't get rid of the object origin without deleting the object, which you can do by switching to object mode and pressing Delete.

Oof. I went into object mode and right clicked and clicked set origin> origin to 3d cursor after putting my 3d cursor at the world origin. Personally I don't think the object origin should be orange.


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What is the major difference between blender 2.79 and 2.8?
The blender has gone through major UI changes in newer version of blender i.e. version 2.8.
But what are the major technical updates it got?

Hello :). It's all summed up in the release notes for Blender 2.8

I think Eevee and Collections are the major differences


text:
Subdivide 2 edges bug
I tried subdividing 2 edges in this mesh and for some reason it kind of deformed it like this:

Welcome to Blender Stack Exchange!
In the settings at the bottom right you have Smoothness set to 2. Setting that to 0 fixes the issue.


text:
I can't delete keyframe in timeline and dope sheet
I want to delete keyframe for rendering.
but a keyframe is there and i had only same picture.
It exists on the timeline. :(
I don't solve with "click the keyframe and ctrl+i" Strangely, the delete menu did not appear.
I don't solve whit "dope sheet" Strangely, the keyframe is not here!!!

Is the object on another layer by chance?

Summary should be enabled as well as hidden objects.


text:
click armature deform. but, body mesh goes up!
At the end of the rigging process. I select body and slelect all of rigging.
and ctrl+P - click armature deform. But, body mesh goes up.
This is my problem. What is the solution solve this. (Please check my issue on the video.)
https://www.youtube.com/embed/7DrUnsbRpKE

Try using CTRL + A to apply the scale and location of the character mesh.

Thanks. Leo. I try Ctrl+A and apply scale, location.
But the situation is the same.


text:
I'm looking for a way to texturing using only texture. (no mesh)
I am practicing while bringing game characters to Blender.
Because it is a customizable game character, eyelashes, eyebrows, etc. have no mesh but only texture.
So I'm just looking at texturing with texture.
Are there any related tutorials?

Do you mean that you want to know how to use the UV/2D Image Editor for painting textures without importing the mesh? This is a large area to cover and a few tutorials will only begin to explain the tools. Search for Texture Paint and see what tutorials might be similar to what you are needing to do.

There is also the Displacement Modifier that can use a texture to define geometry and bump/height/normal maps that fake the geometry.


text:
Are there any opengl rendering shortcuts?
Blender does not seem to have an opengl rendering shortcut.
Is this shortcut already in Blender?
How do I create a shortcut?


text:
Shortcuts do not work on the dope sheet. (2.8version)
I am using version 2.8 of Blender.
The following shortcuts do not work on the dope sheet.
Is there a solution?
Ctrl + Shift → : next marker
Ctrl + Shift ← : previous marker
Shift + ↑ 10 : frames forward
Shift + ↓ 10 : frames back

Try Alt + mouse scroller
PS: I'm trying to fix my screencast keys but I was pressing Alt + mouse scroller

Thank you for your reply.
Is there a shortcut to the next marker, not the next keyframe? (version 2.8 of blender)

click on the object you want to set the keyframe and press the button shown in the gif...


text:
i can't see nodes

as you can see I have opened node editor panel and I also clicked new but I can't see nodes

The Use nodes checkbox at the bottom of the node editor is unchecked so material isn't used.


text:
Cannot open user preference menu

as you see it only shows user preferences icon but do not open it

Press Ctrl+Alt+U to open user preference menu. Or you can open it from File -> User Preferences


text:
animation not working
I followed this tutorial
https://www.youtube.com/watch?v=DuUWxUitJos
 and I made two poses and locked those pose and played the animation but I couldnot see the animation.

On your Timeline, you've enabled Scaling in the Active Keying Set Used to Create/Delete Keyframe field, so whatever you do with your bones, except scaling, it won't be recorded. So choose LocRotScale, or even disable this option and use i to insert keyframes manually.


text:
How do I get this wing to uv unwrap correctly
Im completely new to blender.  I'm trying to recreate this drawing of a butterfly my daughter did so I can bring it into Unity and surprise her with it.  I'm able to unwrap the bottom wing by adding a seam around it, and then down the side.  But when I try with the top wing things go crazy.  I'm not sure what I'm doing wrong and any help would be appreciated :)
Thanks!

You want to give it a texture that is already existing?

in edit mode select only faces of the wing. face your viewport on the face vertically (Shift + Numpad 7), and then unwrap it in "Project from view" mode. It will give a nice flat projection even with no seams.

@mechanic thank you I will try that.  moonboots I don't have a texture just a crayon drawing I was going to try to recreate in photoshop for the skin

Maybe join the eyes, in my opinion it's simpler to have only one object.
Your problem is that you have overlapping vertices, it messes up your unwrap, you need to select all in Edit mode and AltM > Merge By Distance.
Make sure that your seams are well placed, i.e. all along the shapes as if it was a costume sewed (see screenshot). Then you can unwrap.
You can increase or decrease the size of some islands (UV map elements) in the UV Editor.
At the end you'll probably need to apply the Mirror modifier for Unity, by default I guess the mirrored left part will overlap the right part in the UV Editor.


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Within same blender file, how to link objects to new scene and override position (blender 3.5)?
I'm feeling like the main workflow for linking and library overrides is when the object of interest is saved in a separate blender file. My question is whether we can perform linking and library overrides in the same file?
I've tried creating two scenes (source,dest), and then making a cube in source. I then press Ctrl-L to pull up the link options and select link objects to scene and then say dest.

This all goes ok, but then any time I try to move the cube when I'm in the destination scene it also moves the cube in the source scene. That's somewhat expected since I haven't overriden anything or made the destination cube local.
My problem here is that when I go to override the cube in either scene I only see greyed out options.

What's strange is in the outliner I can actually right click and get the non greyed out library overrides option, but it doesn't appear to do anything: moving the cube in either scene causes same motion in the other.

Any help is greatly appreciated!

"My question is whether we can perform linking and library overrides in the same file?" As far as I know you can. Either use collection instances, or see https://blender.stackexchange.com/questions/93043/linking-the-mesh-and-location-of-objects-with-different-materials-in-different-s

Thanks, looking at those next/


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Boolean modifier is not applied to the array objects
I have a cylinder and I want to create concave parts around it.
Here what I did:

add a sphere and position it on the cylinder surface, so only one half of the sphere is visible
set the 3D cursor to the sphere
set the 3D cursor XZ axis to 0 (so Y is the projection of the sphere)
set the origin of the sphere to the 3D cursor
add an empty (arrow) in this position
select the sphere and add a modifier (array) using the empty as object offset (x6)
rotate the empty to 60° to evenly space the 6 spheres
apply the modifier and remove the empty

now I have all the 6 sphere around the cylinder's surface, and only one half of them is outside.
Time to subtract them!

select the ciylinder
add a boolean modifier (difference)
select the sphere as object
apply
remove the sphere

Well, it partially works: only the original sphere is actually subtracted from the cylinder. The other 5 spheres (created with the array modifier) are not subtracted.
Why?

As long as the spheres don't intersect, it works for me:

However, once the spheres intersect each other, then the boolean modifier no longer knows what is inside or outside of the spheres, and so it cannot compute the modifier:

What is inside or outside of a mesh is determined by its normals.  The difference between a rock and a cave is whether the normals point out (rock) or in (cave).  But once the spheres start intersecting, the non-intersecting area is not clearly inside or outside of the sphere mesh object.  One one side, it's bounded by normals pointing away from that space, so it's inside.  But on the other side, it's bounded by normals pointing toward that space from the adjacent sphere, so it's outside.  It cannot be clearly defined as being inside the mesh or outside the mesh-- it is not clearly a rock or a cave.
If you want this to more clearly match with your intuition of what is inside or outside, and you want to use booleans to do it, don't make arrays of thin meshes.  Instead, boolean union 6 spheres, and then use that union to find the difference with your cylinder.  Could you make these 6 spheres with an array modifier?  Sure, if you apply the array modifier and then separate by parts in order to create 6 different objects.  (And there are other, ridiculously complicated ways to do it non-destructively, but you don't want that.)

According to some other answers, this is due to non-manifold geometry. Those spheres are not connected to form one closed, watertight object that can be subtracted from the cylinder.
I have a similar issue with a simple array of nine (3x3) spheres subtracted from a plane with a solidify modifier.
This is a rather important and annoying shortcoming of the Boolean modifier, IMO.


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Increase net size and change shape of wireframe modifier
I'm trying to replicate this process in Blender.
So far, I found a 3D model and tried to apply a wireframe modifier:

What I'm not able to do yet:

increase the net size (thickness will increase the width of the wires, decimate or subdivision make a mess...)

change the net shape from rectangular to an arbitrary one (ideally to Voronoi, but if it is too complex, I can live with any other irregular shape)

I'm using Blender 4.0.0 alpha, but I also have Blender 3.5.1.

Hello, what do you mean by "increase the net size"? As for the shape, giving a Subdivision Surface will round the shapes if this is what you want

@moonboots: i think he wants just "bigger" holes but then he has to use a second model with another topology, if he wants to use the wireframe modifier....a shader might be the better solution here

@Chris, exactly. If my approach is not correct, please feel free to propose another solution!