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Model looking different in blender & maya

The first image is rendered in Maya,
And the second is from Blender Cycles.
Both of them are the same OBJ file imported.
I have two questions :
1. They are the same exact OBJ files but Blender imported version lacks subdivision, eg around the apple logo. If I do subdivide the mesh around it, it gets better. Why is this happening and how I can I prevent this in the future?
2. Why are the textures that show on Maya not loading on Blender? Are they not compatible? If so, what method would you recommend to import exactly like the first image?
Thank you all as always !
Below is the blender version with more subdiv around apple logo.

Here's a link to the download.
https://drive.google.com/drive/folders/1VQgvtY1VR9G3GzzHsXY9szgyYLfUIq1b?usp=sharing

In the first image you can clearly see that a light was added to the scene. If you read about obj files: https://en.wikipedia.org/wiki/Wavefront_.obj_file you'll see that .obj neither supports lights nor complex glossy plastic shaders (to exactly match a product by apple) and even in maya you would have to add the subdivisions as well... Also please only ask one question per post: https://blender.stackexchange.com/help/how-to-ask

But then why does my model look glossy and doesnt lack subdiv in Maya when I import it? Literally its as it is in the first image when I opened it

My apologies, I forgot to upload the folder.https://drive.google.com/drive/folders/1VQgvtY1VR9G3GzzHsXY9szgyYLfUIq1b?usp=sharing

Anyone interested its VP_Free_Iphone_OBJ.obj

Are you using any secret, non-public or industrial light and magic in-house version of Maya?

CG 101
Materials and Lights are unique per render engine and cannot be transferred over easily. Even in 2021, manual tweaking is required to match lights and shaders of different engines since there is still no unified way of describing a shader or lights. MaterialX is quite promising though.

How it really looks like in Blender and Maya
Importing the provided obj file into Maya 2019 and starting the render leads into a black screen because there are no lights in the scene (warning). When importing the obj into Blender and switching the Workspace to Shading on the other hand, gets us a good looking preview instantly:

Note: 'Alpha Blend' is enabled for the glass material (requirement for glass in eevee).

Wavefront obj
In the first image you provided, you can clearly see that a light was added to the scene. If you read about obj files: https://en.wikipedia.org/wiki/Wavefront_.obj_file, you'll see that obj is a pretty old geometry file format and neither supports lights nor modern complex glossy plastic shaders in order to exactly match a product by apple:

OBJ (or .OBJ) is a geometry definition file format ...
although still widely used, is outdated and does not fully support later technologies such as specular maps and parallax maps.

However, both DCCs trying to get the most out of the obj file in order to full-fill modern requirements (like the principled shader).
Related: .fbx export why there are no materials or textures?

Subdivisions
Adding subdivisions is not nessessary, the geometry is already pretty bad and messed up. I guess the author applied the subdivision before publishing the model to cover up any mistakes:

IMHO the geometry is not intended for any close-up shot of the apple logo. Also Maya's viewport is based on a specular model so glossiness is all over the place.
Further reading: topologyguides.com

I am using Maya 2020 and I only added lights to the first image provided, and in Blender I do get the textures like the image on screen and wooden textures but still dont understand why theres a difference when I import to different programs

CG 101: lights and materials are unique per render engine and can't transferred over to another package. Read my answer carefully and try to understand what obj is capable of @CONQUERERHOON

Much appreciate your details :) I checked the download source it does say it is for 3DS Max and I guess it just worked for Maya since its also Autodesk program and maybe compatible

Also in Maya/Max you'd have to tweak the shaders and add some lights to get a realistic looking Iphone. Since this is a geometry format as mentioned it's not made for any tool.


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How to give gradient to an object's transparency
Below is an image of what I am trying to make :

I want to make a bottom of object start with red with no transparency,
and gradually shift towards no color with 100% transparency to the top.
Right now I was trying to play around with color ramp nodes on the object's BSDF, but cant figure out how for the transparency part.
Would there be other better ways to achieve this above effect?
Thank you all in advance!
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Getting math nodes also sort of ends up changing the whole object's transparency rather than only a tip, lmk if I made any mistakes for this method :)

I would use the Geometry node with Position for this in Cycles, but for EEVEE the gradient texture is likely your best option.

Thanks for your answer, but how could I use the geometry node? I dont know where to start

Pretty simple. Use its position output, use vector transform to convert the position from global to local Object space, separate it into X Y and Z, use a map range to convert Z into the range you want, use that to drive a color ramp node, use the ramp’s output to drive the Alpha value of your material, make sure your alpha mode for the material is alpha hashed if you’re in EEVEE, and voilà.

you can try this kind of setup:

don't forget to set blend mode to alpha blend or alpha hashed, if you are using EEVEE.
Works for EEVEE and Cycles.

thanks for answering :) but I have a problem, I have copied the nodes and played around with all the numbers within the nodes, but seems like transparency of the whole material changes only, and wont make that transparency gradient

I've updated and posted a pic of my shader editor in case you wanted to have a look

ok, please provide blend file, so i will check it out

sure, https://pasteall.org/blend/57f890b59ae847d9ba1dc6c4726cb468

first you did plugin from uv coordinate, not from object as i did. and second you had a scale z value in your mapping node of 0 instead of 1. So plugin from object and change scale z to 1 and it works. your material setup: [1]: https://i.sstatic.net/iac4p.png

in 2.9x it might be preferred to use a mapping node rather than the multiply add.  Setting From min/max to -1, 1 and To min/max to 1, 0 will avoid the error in your mulitply add node's math and might be easier to read.

source: Stack Exchange

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

sort: votes


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EEVEE Render fail

When I press Ctrl + F12 to render sequence, it renders only the first frame and Blender closes.

When I created new blend file and copy pasted all contents, it rendered all frames fine, only once. Now if I try to render all again, it crashes too.

3. Now when I repeat step 2 - make another new file, copy paste, it crashes like the first time (second method doesnt work anymore)
I am using Blender 3.0. I am trying as hard as possible to remember what I did before crashing happneed, but rn all i can remember is that I tried changing render from JPEG to AVI JPEG, with quality from default setting (90%) to 100%. When I try other render types like PNG, still crashes.
I am so lost, I can't figure out where I messed up and really cant figure out where to elaborate on more so I'm posting the files from step 1 and 2.
Some of the things I tried were

Redownloading Blender 3.0
Trying on 2.9, but rigs done on 3.0 gets messed up when opened in 2.9, so doesnt work
Lowering frame range - Rendered from 1-200 and crashed, so changed to 1-10, still crashed

This is the original file that crashed,

This is the newer file that rendered first time and crashed.
Thank you all in advance!

+++ Rendering frame by frame is working.

After I change Collisions (football-Solid.001) from Convex Hull to Sphere and Render Animation seem work fine.

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


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On laptop when I press F3, no search bar shows up, just the brightness goes up?
On my laptop I can't open any search bar because whenever I press F3 the brightness just goes up.

While i can't be sure, i would think, that the problem may be related to the  function key (Fn) for your laptop. Many keyboards come with multimedia keys that allow such functions, so i would not be to surprised if your laptop had an extra symbol on the F3 key that was triggered instead.
Since i do not own such laptop, i show a part of an article i link below:

Review Toshiba Satellite C855-2J4 Notebook
Jonas Adams, ✓ Stefanie Voigt (translated by Bernie Pechlaner)
As it shows, there are laptops that require you to press the function key (Fn) to access the F1-F12 keys. While without you always press the multimedia/functional keys, to control brightness and volume and so on.
Not exactly Blender related, but i hope you can continue with your Blending.


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.FBX "bruh" - Flying doors
I was making an asset for my game (powered by UE4) and when I exported it, the doors that open to release the minigun act strangely. They are flying above instead of opening.
If I export mesh only, everything looks fine, but once I export it with it's armature, it goes "bruh". Any idea what happens when exporting?
https://we.tl/t-fkJHkVmz5M

Please don't delete and post the same question more than once. See What should I do if no one answers my question?

What does it mean to go 'bruh'? Please explain thoroughly what how you've setup your scene and the steps you took to export it, without resorting to any type of slang, so we are able to diagnose the issue


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Self collision breaks or "shrinks" the cloth if the mesh has dense polycount
I did not upload images to show examples because this question explains itself, and I already know the problem of this, this is caused by a big distance value of self collision to a very lowpoly mesh, but there's another problem.
Even that I put the value of the self collision to 0.001 still it doesn't work if my mesh is too dense, so I tried three tests:

With the geometry added in edit mode to the mesh with 2-3 subdivisions level.

With subdivision surface modifier in above of the cloth modifier (to let the cloth modifier calculate the geometry of the previous modifier)

And was the same result for both, the cloth simulation gets worse, with this "shrinking" issue.

Tried with other original low poly res, and it worked well, but looks awful the cloth.

I realized that this doesn't happen if I maintain the previous resolution (about 1.500 faces for the low poly, and for the subdivided test was 24.500 faces), but the cloth mesh it has awful look, unless I put in it a surf-sub modifier below of the cloth modifier with 2 levels, its looks good enough, but not quite impressive as if could have get with the real high polycount or non destructively with surf-surf above the cloth modifier in my opinion.
I wonder is this a limitation or is there a workaround for simulating dense meshes with self collision at 0.001 (this is maximum minimum value you can add to the option unfortunately, so it could be better if we could make like 0.0001).

Done, Rich Sedman answer what i needed to know in this post Self Collision - Blender Cloth Sim shrinks mesh anyway i still hate that the self collision distance and object distance cant be lower than 0.001...


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is it possible to create hooks on several vertices simultaneously?
I'm trying to create hooks on all randomly selected vertices, but I can't.
Is there a way to do this?
Explaining a little better...
I am studying the most effective way to animate realistic human models and change masses of human organs by parameters. For that, I need a method capable of associating human organs to the skin that is generated in the MB-LAB add-on. This way I hope that when changing the character's pose in the MB-LAB the human organs are also moved / animated and for that I thought of using the hooks, because after the change of pose in the MB-LAB the human organs must follow the movement.
Some observations:
1- I have already used the rigging and skinning process to do this, but it is not a very effective method, because the human model I am working with has 312 objects and adjusting the influence weights for so many objects is an unfeasible process.
2- I am trying to associate this animation method with MB-LAB, because I need the parametric modeling tools of the add-on, as I will need to create "fat" and "thin" humans.
3- Is there another method of associating parametric modeling and posture changes in anatomically correct models?

Hello, where are you stuck exactly in the process ? What are you trying to achieve ?

Thank you for your comment. I explained my problem better.


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rolling a Circular mesh plane
ok, take 2.
I need a circular plane subdivided with parallel subdivisions. (My initial attempt I was hoping I could transform a rectangular plane somehow.)
The end result I need is going from a disc curled up into to tube, to the disc laying out flat.
I created some subdivisions manually on a circle by selecting 2 vertices and connecting with F.
I also managed to modify the circle with a curve modifier so now it rolls up in the spiral.

But, the two questions I have are these:

how do I give it a solid surface as automatically happens when you add a mesh plane. I need it to unroll smoothly, so hopefully I can use cloth modifiers and shading.
1a) why is the mesh plane solid and the mesh circle is not?

I want to unroll the subdivided circle out from the spiral while the spiral remains in a fixed position. (I don't want the spiral to move. Everything I have found up to now moves the spiral--but I can work with that if it comes down to it.)

It doesn't really matter that the divisions are uneven, but it would be nice if they were.
I also have a picture I need to map to the surface of the circle.
Blender V2.81.16 on Windows
Thanks in advance.
*Edit: In object mode I can move the paper in and out of the spiral, and vice versa. But if I set a keyframe location for either object I can no longer move the disc, just the spiral.

Nothing is the default fill type of a circle.  Change to another option to fill on creation. Select 2 verts F creates an edge, 3 or more a face. The step where you created the edges, could instead  make faces.  (Add a plane loop cut, then too sphere would be another suggestion). Did you attempt  moving the disc instead of the spiral?

in object mode I can move the paper in and out of the spiral, and vice versa. But if I set a keyframe location for either object I can no longer move the disc, just the spiral.
I'll have a look and see if I can find the option to change to a different fill setting.
Thanks.

You can grid fill the circle, that would allow for better deformation.

I got it working. Had to hunt around for the option location for creating the circle.

batFINGER had the answer I needed. Filling the circle also somehow resolved the animation problems I was having. I created a new circle just to play with the options, but I actually just filled the subdivided circle I already created.
Thanks!


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Armature rotation error
I'm working on animating a teddy bear...
Anyway, I've been following this youtube tutorial and I can't quite get it completely right.
The biggest issue I am having is the rotation when trying to pose (in pose mode).
The video shows the rotation in relation to the bone pivot point regardless of where the 3D cursor is positioned. However on mine all rotation is done in relation to the 3d cursor and it is making for some very funky movements and difficult to pose. I have to move the 3D cursor and even then it yeilds funny results.
Any idea what I am missing? Or perhaps there is a step in the tutorial that has been omitted.
Image shows shoulder and ankle rotation
I need to go through the tutorial again, but I need another set of eyes from someone more knowledgeable than I.
Thanks in advance
Blender version 2.81.16 on Windows 10 64 bit.
Edit: I may have figured it out. I was in Layout and should have been in Modeling. Not something mentioned in the video, you just have to catch it as it shows that's the active tab.
Edit 2: Yep. That was it. Now to get my animation following a path with deforming...but that is another topic. ;)

You've set your Tranform Pivot Point to the 3D Cursor, I guess it's your problem, switch to Median Point for example:

Thanks. I discovered that as well when I was matching my setup to his. That actually makes more sense now that you explained it.  I had been following other rigify tutorials prior to this and someone said to change it for their method.


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Vertices are not showing
I am following a tutorial where I've created a single vert object and am now trying to a subset of the vertices. However, I only two vertices are selectable as shown below the tutorial's example. Perhaps, I have accidentally hidden the vertices in the 3d Edit mode, but I couldn't find where to toggle that feature. Thanks in advance!

If only the two verts made from the single vert object you spawned are selectable, its because edit mode can only change one object at a time, or multiple if multiple are selected in object mode. To fix this, in object mode you can select the single vert object you made and the other mesh and join them with Cmd+J or Windows+J

Sorry, I am new to Blender. I switched back to Obj mode and tried to select what I thought was the Mesh and single vertex only to receive a "No mesh to join" error at the bottom. Is the mesh the whole body itself? Sorry again, for I am not familiar with the terminology.

I'm afraid I'm not entirely sure what you are trying to do. Could please try sharing either the youtube tutorial you are following and its relevant timestamp or a blend file with https://blend-exchange.giantcowfilms.com/

I just linked the tutorial in the description above. Go to 2:13 in the video. Right after he creates the single vertex, you can see all the black dots on each vertex of the mesh unlike mine.

Do they show up normally in edit mode when you press 1 after selecting it?

Nope, only 8 points on one side that's mirrored when you extrude on them. I'll add a picture of that above.

Let us continue this discussion in chat.

Watch this video. I spent 3 hours trying to figure out the same. When you add a modifier it has to also be applied afterwards for it to work. After adding the modifiers, enter object mode. Go to each modifier and use the dropdown arrow next to the camera icon and select "apply" then when you go back into edit mode you should see the vert points: https://www.youtube.com/watch?v=WUbg-V_vRM0&ab_channel=TheCGEssentials

If you're using the skin modifier on vertices that you keep on extruding, the vertices are inside of the mesh, not on the mesh surface. You'll need to enable xray.
If you've hidden any vertices, in edit mode, try a to select all vertices, then alt + h to unhide any hidden vertices.

Do you have any modifiers active? If so try applying them to see if that helps!


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How can I adjust this UV map edge?
I am trying to project a video texture onto a convex television screen. For some reason, no matter how I adjust the mesh edges on the left, that black strip is still showing. I don't think I have a good understanding about how the unwrapping works, especially since I see all these outlier edges isolated from the main screen area. I've experimented with Smart UV Project, but sometimes, it produces edges on the map I can't correlate back to the tv-screen's selected face. Would appreciate any feedback since I just started using Blender. Thanks!

10/30/20 - Added a picture to show defect more clearly.

10/30/20 - FIXED! Had to switch the material of those defect edges per @Jachym Michal's advice!

Hello :). The black stripe seems to perfectly fit the triangles. Isn't it a different (black) material? :)

@Jachym Michal, I'm not sure. How can I check if it's a different material? The tv model was imported from sketchfab, so I am not too familiar with how it was constructed. Thanks!

Sure :). Simply select a triangle in the black part, and the node editor will show the assigned material :). I noticed you have two material slots, it's possible one of them has a different material that's causing you the trouble.

@JachymMichal, it worked!!! I am so happy. Thank you so much!


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Cannot move array of objects
I tried to create an array of these mini figurines and then separate them so that they can be moved individually. I applied rigid body settings to one of the figurines, setting it as active and copied settings to the whole group. Afterwards, not only was I unable to move the inidividual figurines but I was also unable to move the whole group. They would just sling back to their original position. Then when I tried to animate objects and have them fall through this funnel, they remained static. Please advise on where I could have gone wrong. Thanks!

11/10/20 - So I tried redoing the process per this tutorial with building an array, applying the rigid body settings, and then separating by loose parts, but the parts will not even fall from gravity when I play the animation. As suggested below in two comments, I checked to see if there were any keyframes denoted by a diamond on the timeline according to this video I saw. Thank you guys for all the feedback thus far. Still learned a lot!
11/10/20 - So in a different workspace, I tested the same exact process on an obj file with more reasonable results apart from the objects slightly passing through the base. The animation is incredibly slow though!

have you created a keyframe at their original position?

Side note, when you fix this problem, don't forget to put the origin of these objects to their individual center of mass, else your simulation will be wonky

@moonboots, I had to look up what a keyframe was, but no, I don't thiiiink I created one, at least not intentionally.

@Gorgious, thanks for the tip! Will there be an issue with animation if I set the origin to the geometry as opposed to center of mass?

No I don't think there will be a problem. But what you should to help the framerate is create a lower poly of your mesh and use that as the simulated mesh under a parent empty

@Gorgious, would you clarify "under a parent empty"? Sorry, I am a complete noob and only know have created an Empty --> Plane Axes before. Is that what you meant followed by setting that empty entity as the parent of this low-poly modified mesh? Thanks again!


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Particles in fluid-simulation are falling through Object
I made a fountain in Blender. The fluid simulation looks like it works, but in the last part of the Fountain it falls through it.

I had a similar problem few weeks ago and I solved it by increasing the Timesteps minimum and maximum in the Domain settings.
But here it does not help.
Any ideas?

Check your normals and make sure your obstacle is thick enough compared to your simulation resolution (it must be at least thick enough to contain a ‘cell’ width)

Make sure the bottom is thick enough, or increase the resolution of the domain. You might also want to enable "fractional obstacles" because I see that some of the fluid is sticking to the surface of the fountain.

Heyy, thanks!
The last basin had no 3D floor. Just the ring around it was effected by the "solidify-modifier". So after adding thickness to it, all Particles stopped falling through.
I will try the "fractional obstacles" option out. Thanks for this tipp:)
Have a nice day!


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2d rigging vector to mesh
So I used Illustrator to create my character, converted to SVG, imported it to blender, converted it to mesh and organized it. Now I am trying to create a rig to animate and I can't. I've watched so many tutorials and still cant figure it out, and now in pose mode, the mesh is ruined every time as well as the bones are not unified when moving, I'm lost please help, lol.

enter image description here

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

Oh, ok, for sure, just one moment.

it's not a good idea to create several armatures, unparent your meshes, merge all your armatures together with ctrl J, then select a mesh, for example the forearm, shift select the armature, switch to Pose mode, and press ctrl P > Bone

Im sorry, for some reason I just don't understand. How do I rig my character?

with the method I just gave you, only use one armature, not several, and parent each part of the body to each bone

I think I did what you said to do. I just feel like there has to be a way better way to do this. Also, I'm trying to use IK with this set up and its just not working. Idk, ...


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Why am I getting an OpenCL driver error with BlendLuxCore when I'm rendering using CPU only?
I'm running Blender 2.8.3 on Ubuntu 18.04. I downloaded BlendLuxCore for Linux 64 bit and followed the instructions to install it as an add-on to Blender.
When I select the LuxCore render engine, set to render with the CPU, it fails to render and I get the following error message:
Error | OpenCL driver API error (code -1001, file:/home/vsts/work/1/s/LinuxCompile/LuxCore/src/luxrays/devices/ocldevice.cpp, line 72): -1001

This is very confusing because as I understand it, OpenCL is analogous to CUDA and is used for GPU computing. Why would this be an issue for CPU rendering?
I found an identical issue to my question posted on GitHub, but I don't see how the response there helps. Do I somehow need to set up OpenCL drivers on my computer even if I'm only interested in rendering with my CPU? And if so, why?
In searching for a solution to this, I've seen references to there being different versions of LuxCore for CPU and GPU, but at least for the more recent versions the download page does not make this distinction, and the render properties panel allows you to select either CPU or GPU rendering.

So, I took a wild guess and installed the OpenCL running environment for my intel CPU only from this site: https://software.intel.com/content/www/us/en/develop/articles/opencl-drivers.html#latest_linux_SDK_release
After I did that, LuxRender works.
If somebody wants to add an explanation about why I needed to do this in the first place (I am partially confused because the LuxRender web site makes no reference to this being a dependency you need to set up before installing), that would be cool. But, my problem is solved, and I'm going to tentatively assume that LuxRender is using OpenCL as a sort of backend to abstract away hardware details like whether you are on a CPU or a GPU and what types.

Without having an example scene, it is only a guess, but I suspect that the cause is that LuxCore by default uses OpenCL for the imagepipeline computations (simple compositing like tonemapping that is applied to the rendered image). You can disable OpenCL usage for the imagepipeline in the camera settings (LuxCore v2.4 or earlier) or in the addon user preferences, in the "Film Device" dropdown (LuxCore v2.5+).


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Weight Paint mode makes my mesh white? Is it locked?
I'm having this issue with weight paint.
This particular mesh turns white and I can't paint over it. This happens whenever I access the weight paint mode, regardless of being unparented and parented back.
Unfortunately, I left my computer alone for a couple hours, when I came back it was like this. I was alone by then, so there was nobody else who could play with it.
Someone suggested me to check my overlays, yet I haven't had any luck yet.
I even tried loading Blender's factory settings, in hopes of fixing this.
How can I revert it back to normal? Or what is this "mode" even called? I can't work on it like this.

It might be useful if you uploaded a simplified file for other users to have a look at.

I have uploaded my file to my original post, thanks for the tip

You have enabled the Paint Mask > Face Selection option, which allows you to only paint on the selected faces, so either disable it or use Ctrl or Shift and left click to select the faces you want:

Damn, I feel like an idiot!
Thank you so much for being so helpful, man

At first what moonboots said, and the reason you can't paint over the tie is related to the fact it's different objects your tie and suit.
And because they are not connected to each other they do not share any space together.
you can either join the tie to the suit, what would give you the ability to paint over the tie. but that would only make sense when you want to have the tie animate in a certain way when the suit is moving.
but when you want to have it act the cartoonish way, like rotating around or bend back and forth, then you have to have add a bone to it anyway.
But when you want to have it to move the same way the suit moves. You have it to be a child of your bones.
[Select] the tie, [ctrl + select] the bone and then [ctrl + P] to "Parent with auto weights" or whatever fits best for you.
That way the tie simply follows the same path as the suit does


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create 2D surface which exactly covers given irregular surface
I want to make a 2D surface which exactly follows the undulations of another surface. If the given surface looks like the attached one; how can I create another surface which exactly covers it without leaving any gap between their point of contact? Specifically I have a 2D surface which needs to become the top face of a cube that results in a 3D volume with undulations on top. The original starting image can then be discarded.

with a Shrinkwrap modifier perhaps? You could also bake the heights and use a Displace modifier? Please give more details?

Why do you need that? Are you trying to map an image? Then just need a texture. Please explain further. [Edit] your question to add more information.

I edited my question. Please have a look.


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Why is the displacement texture weaker on certain parts of the object?
I'm trying to make some rock textures but the displacement isn't showing across the entire object. This has always been an issue but it hasn't bothered me that much up until now

You need to add a Displacement Node (Vector > Displacement) between the Noise Texture and the displacement connection of the Material Output:


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blender (2.92 BETA) liquid simulation with viscosity becoming really stretched on one side
I am experimenting with the new "Viscosity" feature in the liquid settings in blender version 2.92  Everything was working the way I wanted it to, until I noticed that during the simulation, the liquid becomes very stretched out on one side, almost as if it is attached to something and can't break away.  It's hard  to explain with words, so I'll show you.(see below image)

As you can see, it looks like the fluid is trying to hang onto the emitter, causing it to become stretched, and I can't figure out why.
I know that this is an experimental version so maybe this is a bug but I don't feel like it is, any help at all is welcome.
I will share my file with you, but the simulation will only work correctly if you open it using the current BETA version of blender 2.92, which you can download from blender.org if you wish.

(PS,  if anyone has any questions about some of my current settings that I have, let me know and I can post pictures of them)

Because you are too close to a Domain border and since you have set collide with all sides of domain it probably stick to it.
When I move it at center it seems to be fine.

Consider if Domain dimension 28 m is necessary. For realistic result is better to work with real size. To avoid possible issues Apply Scale Ctrl+A to all simulation participant to get them all at scale one.

thanks for helping me with this.  I feel kind of stupid that the answer was so simple, but it worked, so thanks!


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normal map shows up slightly offset on mesh, but only in cycles render view
I am following a tutorial to make an anvil in blender 2.9.1.  I have 2 different meshes, a sculpted high poly mesh, and a low poly, regular mesh.  I made sure both objects were on the exact same spot when I baked them.  the normal map turned out great, and when I plugged it into the normal in the material viewer, it looked just fine.  My problem is that when I go into render mode, the normal map suddenly changes, and it shifts a few inches to the left around the whole mesh, making it look really weird. (See image below)

but when I go back to material view, it looks perfectly fine.
Here is a picture without materials on it so you can better see my problem:

I want these normals to show up on the corners of the mesh instead of where it is now.  I know that the problem is not UV based because I have already checked my UV's.
here is my node setup:

(sorry it might be kind of hard to see)
does anyone know why this is happening?  And better yet, how to fix it?  any help is appreciated! :)
(PS, I will give the link to my file below)

Please pack the image files.

what does that mean?  sorry, I'm not the most experienced with blender yet

See packed data

ah, I get it now, thanks

I finally figured out what was going on.  I discovered that since I had a mix shader that was mixing 2 normals together, and one of the image textures for the normals was conneted to a mapping node, so because of the mix shader, the mapping effected the other normalmap as well.


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Blender (2.91) modular tree addon, with particle system the leaves do not show up
I used the modular tree add-on to make trees for a forest scene.
I want to scatter all the trees that I made around my scene via a hair particle system, but whenever I make the particle system, it only scatters the tree part and it doesn't take the leaves with it. In other words, whenever I make the particle system for my trees, the leaves do not show up on the trees. (see image below)

As you can see from the image, the particle system does not render the leaves with the trees.  Also, whenever I try to do the "render as collection", nothing even shows up, so I don't know what to do here.
I think it is probably because the leaves are parented to my tree object, and blender's particle system is not programmed to scatter parented objects.  Normally that would be ok because I could just join the objects together, but because I used the modular tree addon, the leaves disappear whenever I join them.
The only other solution I have found so far is to convert each branch on the tree's particle system into their own individual meshes and then join them together, but that makes my computer incredibly laggy and I would really prefer not to do that, so if anyone has any creative solutions for this it would be much appreciated.

Could you add some images to help display your problem?

ok, I added an image of what is happening, and I included the .blend file.  Hopefully that sheds some more light on this.

After I examined the file and the way the addon works, I saw that the leaves are just vertices that emit hair particles. So, when you add a hair particle system to the plane, it just puts the tree trunk on, without the leaves.
After some trying I successfully joined the leaves and the trunk together. What I did is I first added a vertex group, which contained all the vertices that were in the object, emitting the leaves. Then I joined the leaves into the trunk, and then I added the particle system to the new object (since I added the leaves to the trunk, and not the opposite, the particle modifier was gone. I used the same particle system from the drop-down menu). I set the density of the system to appear from the vertex group, so now I had a whole object, emitting hair. but this still wont work, because its still hair.

The actual resolve
What you need to do is you have to convert all the hair objects into meshes. In the modifiers tab, just click convert. I would advise you to put the leaves object in a collection first, so that its easier to work after.
So, now you will have 3000 objects. Now, you need them all in one mesh. So, select all of them (if you listened to my tip and you putted them in a collection,  RMB on it > Select objects), then select the trunk last, so its the active object, and hit Ctrl + J Join Meshes . This is really hard for the computer to work with. Mine cant, actually. One tip, is to look away from the tree when joining, off course in blender, not irl. It makes it easier to actually do the calculations when it doesnt have to display it.
Then, you'll have the tree object. Now, when you put it as hair object, it will show all.
This may not be the best way to do it, but I cant think of another, currently.

New solution I found
So, I just found a new way to make it, and I even successfully rendered it.
What I did, is I used the tree I made by joining the leaves and the trunk together (See how I did it above). Then I set the hair instance object to be the new tree. So, now, if I convert all the trees into meshes, they will crash blender, because once they are meshes, their particle systems will work - i.e. it will have to show 1000 particle systems. That's why, before converting, disable the particle system on the tree model, so that you don't crash blender. Again, I advise you to use collections, because they make life so much easier.
After this, if you hide all trees except one and then you enable the system, you will see that it looks like a bush- really packed. This is because of the size difference between the instance object and the trees, that came out from the hair. So, first you need to copy the particle system onto that one tree, so that it won't effect the instance one. Then, you can change the size of the leaves, the amount etc.
After you are happy with the result, you can apply these particle settings to all trees. Make sure that before you do this, you hide the system from the viewport, to prevent blender from crashing. Then, you select all trees, then at last you select the one you were working on, Ctrl + L > Link modifiers. Since particle systems are modifiers, by linking them to other objects, you copy the particle systems as well.
And that's it! Now the trees are nice and done. Here is my render (its pretty low quality and its a screenshot, just for show off)

thank you, it is probably not the best solution but it is probably the simplest.  It does make the file size a lot bigger when I make each leave its own mesh, but I'll just have to deal with that I guess.

@ETHANDAY I found a new way to do it, ive added it to the answer

thanks!  It took me a minute to figure out, but I think this solution works better, and is a lot less stressful on my PC.

@ETHANDAY yeah, sorry if i was too unclear. You also opened my eyes to this addon, im making some tree scenes right now.

yea, its a pretty cool addon isn't it?

@ETHANDAY yeah, im in love it it. Honestly!

Decimating the mesh for the leaves can greatly reduce the amount of leaves.
Although the decimating process can be quite slow

I had a similar problem, when I was adding the trees to my scene as a collection for a particle system, I had no leaves. So first convert your leaves from a particle system by applying the particle modifier to them from the modifier stack. Then (this was the mistake I was missing, so joining wasn't working for me) if you made your tree in sapling-tree or mtree you have to convert it from a vector to a mesh (in object mode with your tree trunk selected, click object, then scroll down to convert to mesh)before you can join the trunk/branches to the leaves (guess you cant join mesh's and vectors together) also by converting your vector tree to a mesh you can get a better texture wrap. Now that both your tree trunk and leaves are all mesh's you can select them all and join them. Now the tree is whole and can be used in a collection for a particle system to add to your landscape. Hope this helps someone it frustrated me for hours! (pro tip in this sequence; if you convert the tree trunk to a mesh 1st, then select the leaves and add the modifier once you apply the modifier, the thousands of leaves are already selected so just "shift left mouse click" the trunk then "Ctrl J" to join them done)


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can't figure out why part of UV map is stretching
I am modeling a cabin in blender right now and while I was in the middle of texturing, I noticed that the texture is stretched only on one specific face, so I looked into it and found out that the UV map was stretching it for some reason, But my problem is, I can't find out WHY.  And more importantly, how to fix it.
Here is an image of the stretched face:

And here is an image of the stretched UV:

I've already tried adding seams,  I made sure there were no n-gons.  I'm not sure what else to do to fix it.
any help is appreciated!
Here is the file for anyone who wants it:
https://drive.google.com/file/d/1ZV1zwGXUIr2Z8AdgQBNfAvJRliQMHGam/view?usp=sharing
(I couldn't upload it with any of the textures because the file was too big)

What projection are you using to unwrap?

just the standard UV unwrap

Your topology is messy, when you unwrap Blender has no choice but to connect the faces, which gives stretched UVs. If we take a look at the corner we first see that the vertices are not connected, the face continues inwards:

Delete it, then you see that this edge floats:

Delete as well and cut again with the knife:

Now delete the face on the left and see, you have inner faces, delete them:

Now fill the hole:

Now unwrap again and your issue has disappeared:

There may be some other issues in your topology though, make sure that you don't have other inner faces, floating edges, etc... Another way to fix your UV problem quickly would have been to select one of the faces, then press ShiftG > Select Similar Normal to select all the faces of this wall, switch to side view and U > Project From View, but it would have left all the topology issues:

Thanks, it worked!  I had no idea the face wasn't connected to the other ones.


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cloth animation not working after adding loop cuts on the edges
so, I am making a scene, where I have a piece of paper, with a cloth animation on it.  (see image below)

I have a subdivision surface on the paper, but I want to have sharp corners.  My problem is, is that every time I add a loop cut to the mesh to get rid of the sharp corners, the cloth animation suddenly stops working.

working.  Does anyone know why this is happening.  And better yet, how to fix it?  thanks :)

It should not, maybe share your file?

Can't you just use the Simple option of the Subdivision Surface modifier to preserve the shape and keep the corners sharp?

@moonboots I put the file to my project above

It works fine here so I don't knows why it doesn't for you, I hope someone will help  :((

@Blunder I could use the "simple" option, but for the project I am making, I would prefer to have a lot smoother edges,  while still having sharp corners.

@moonboots thats really weird

Another way to sharpen edges would be the "mean bevel crease". maybe try this.

btw: I added a file to the question you commented on. Not sure, whether you'd get notified of that. :)
Cloth is colliding with some objects but not all


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How to speed up cycles render times for animation
I'm quite new to blender and 3D in general. I made this character for an academic project.

I made the materials using mostly the nodes in the shader editor.
lava:

object:

this project is supposed to be a 10 to 20 secs animation (I will pick some animation from mixamo), but i noticed that the rendering takes like 18 mins for 1 frame. Is there any way to make this rendering process faster?
I tried changing the render engine to eevee, it takes like 20 seconds, but I lose quality =/

This video >https://www.youtube.com/watch?v=8gSyEpt4-60< by blender guru explains a lot of how to reduce cycles render times.  This video was made for blender 2.79, but almost everything it talks about still applies to 2.8 and onwards

Duarte, thanks for the reply an thanks for the tips, will be more careful next time.
Ethan, thanks for the reply i will se the video.=)

also you could try to decrease the sampling value and enable a denoising, but it doesn't work fine with all kind of image. Here is an answer I gave about denoising: https://blender.stackexchange.com/questions/207779/what-is-the-difference-between-nlm-vs-open-image-denoise

the denoise realy helped! and also i was rendering with CPU (safe palm...)! thanks to you all for the assistance =D


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Split a Mesh with a curve (knife project tool)
I'm developing an add-on in Blender and I need to manipulate in Blender before developing the tool.
My goal : I want to split a mesh in two different meshes with the Knife Project tool in Blender. I already see many forum talking about that and I already tried all the different solution mentioned. The best one for my issue is this one : Separate in two parts a mesh with knife project
My issue : When I try the method from the link above (with knife project and not with bisect tool), when I project to cut, the cutting edge is not the only thing selected.  I have many faces selected too and I don't want this. I only want the cutting edge to be selected to continue the process to separate each part of the mesh. Of course with manipulation we can just unselect the faces but it's not a possible way to do this by scripting.
It works perfectly with Bisect tool, but I don't always cut a simple line, I often have to cut with bezier curves so Knife Project tool should be the best way I think ?
Is there a way simply select the cutting edge after cutting with the Knife Project tool or is there a completely other way to split a mesh in two different part ?

Thanks!


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Vertex coordinates - Blender
is there any way that I can convert vertex coordinates from Blender so I can use them in ACad to redraw a face from blender object. May by with Python help

Do you mean exporting the model? To ACad, Autocad?

I don't want to export the whole model, only one face. I am looking for a way to use vertex coordinates in ACad,


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How to bevel this cylinder extruded inset face?
I would like to shape this thing from 2001 A Space Odyssey, it's a connector to pressurize the suit

I began to add a cylinder, inset the top face, extrude it but now I don't know how to bevel it to make it rounder like in the picture above

Sorry I couldn't find a better quality pic from this connector in the movie.
EDIT : here's a gif of my issue, I followed Sander's instructions but it results in that (as you can see, it doesn't bevel at all, but it bevels right if I try on a simple cylinder edges) :
Thank you for your help :)

so what does it give if you bevel? And in what way it doesn't satisfy you?

I'm really a noob with Blender even if I'm learning everyday, in this case I don't know "what to bevel", my first thought was to bevel the edges between the cylinder and its extruded face but it doesn't work, it makes ugly changes that I don't understand

in that case please show the result of your bevel

It's not that I don't want to, but I did a lot of tests with a lot of different parameters, and I'll have to show you all the screenshots of every tests... The only thing that I want to do, is what this man is doing at this part of the video https://youtu.be/3HDPqYVNvHs?t=381 but it's so fast I can't understand what he's doing... Is there a tutorial about that ? Thanks

He has given a Subdivision Surface to his object and he's doing some Ctrl B, if it doesn't work well for you it may be because you have inverted normals, or you haven't applied the scale in Object mode, but it's hard to say if you don't show any image or if you don't share your object, please share here: https://blend-exchange.com/

Thank you very much for your help, I did the "push all the buttons" technique and it worked lol. Instead of a cylinder, I've used a sphere that I "squished" along the Z axis near 0, then I selected the area in the middle with a face selection and I pulled it upwards. then I selected the edges between the flat area and the pulled faces and I used the "width percent" tab in the bevel menu, and I was able to repeat the process with Shift+R until it was curvy enough.

You simply need to apply object's scale because bevel is done to object's mesh that is then scaled according the scale. In object mode while in 3d viewport hit Ctrl+a followed by s to choose scale form the Apply menu:

Thank you so much, I didn't know the difference between mesh and object x)

To bevel any edge, select that entire edge, and then hit Ctrl+B.
To highlight the whole outer circle, hold Alt whilst clicking an edge. At any time you can also hold Shift to add the next thing you select to the current selection (if you want to bevel multiple edges at once, for instance). Then hit Ctrl+B to apply the bevel (or use the bevel tool) and move your mouse around to adjust it. After applying the operation by clicking again, a frame should pop up in the lower left which gives you a bunch of options to mess with.

Furthermore, to make it look more like the result of the video you linked in a comment, you should select "Shade Smooth" when right clicking your shape in Object Mode.
Edit: Actually, I think I know what is going on in the GIF you added. There is a difference between scaling things in Object Mode and scaling them in Edit Mode. It looks like you have your Object scaled down along the Z axis (flattened) in Object Mode, and so any modification you apply in Edit Mode is also flattened.
Go to Object Mode, select your object, press N to open the context menu on the side, then go to the Item tab and make sure that the scale of you object is set to 1.0 on all axes. If I'm correct it should make your shape get really really tall all of the sudden. Go back into Edit Mode, only then can you select everything and scale it back down along the Z axis. Then the bevel should work fine.

Thank you so much for this tutorial and for your time, thank you !

Hello, I edited my original question to add a gif because it doesn't seem to work the way it do in yours :/

@Dodecahedron can you upload your blender file to https://blend-exchange.com/ and share the link? Something about the geometry of the shape you are starting with seems to be messed up.

@Dodecahedron Actually, I'm pretty sure I know what your issue is, I edited the answer above. If that didn't work for you I'd still like the blender file.

You were right to be sure about that ! It works and you just teach me scaling in object mode isn't the same thing in edit mode, I didn't know that, thank you !!


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How to add a Isocam in blender scene?
I wanted to add a Isocam into my scene so I searched for it online
and what I found out is here:https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Create_IsoCam/
But It says to install it from prefrences but when I open the given link I find out that it show a script
That is here: https://www.reinerstilesets.de/blender/createisocam.py
But I don't know how to apply into it?
Can someone give me direction?
here Isocam tool also not shows up and it shows blender 2.8x required when I have 2.90.2

Does this answer your question? Installing an addon

but now it shows blender 2.8x required? what that means?

I found out this questions answer
Here is the code which you should copy: https://gist.github.com/krasnovpro/58759485c741cd3e06f42e0ad75f6c68#file-create_isocam-py
then in a .txt file paste it, save it rename it to .py file the do to preferences install and navigate to that file and install it in blender press n and you will find isocam bar!!

Download the zip and extract it (top right). This way you won't make any mistakes, regarding code indentation.


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Geometry data is coming instead of geometry
 I want to create a pipe from converging the plane vertices, then in the object properties its showing geometry data instead of geometry so that I can put the size of the bezier circle in it to make a pipe? why?(blender 2.9)

hello, you must be confusing between curves and meshes, Object Data > Geometry is for curves, Object Data > Geometry Data is for meshes. Are you trying to create a curve bevel?

Hi!!, thanks for answering,
I am trying to put the size of the bevel circle in a straight line with curve, so from a single curved line it gains a hollow structure in which the water can pass through
btw I am a total beginner so can you explain this briefly, I would be so greetfull
Thanks

hello, it's hard to understand, please show some pictures or even share your file (read the instructions): https://blend-exchange.giantcowfilms.com/

I just added a picture so can you tell whats wrong in this? and sorry that is bezier circle, thank you

What you have selected is not a curve, it's a mesh, you need to use a curve, or you can convert your mesh to a curve: Go in the header menu > Object > Convert to > Curve from Mesh:

thank you soo much bro,
<3


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Move object along it's normal axis
I am following a tutorial and I have an issue moving an object along it's normal axis, the one perpendicular to it's face. I tried Global and Normal gizmo and it didn't work.
I am stuck.
How can I solve this issue?

Go to edit mode and select one face.
Press add button

exit edit mode and move it.


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Transfer uv maps operation error or Mesh not identical?
here are two sets of mesh which looks identical, vert edge face count and even the vert index order are the same.
when use “transfer uv maps” from 2 to 1, 1 as active object. mesh 2’s uv is messed up (UV vert split up). vice versa.
if duplicate them and use transfer uv maps operator on their respective duplicates, ( after altering their UVs a little bit) the results work as expected.
how to make sure mesh 1 and 2 are identical? or in this case it is operator transfer uv maps error?
here is the file(http://uploadmb.com/dw.php?id=1604139792&/UV map transfer.blend)
and screen grab:

Tested it from your file. Seems to work correctly.

take a closer look at the uv vert position, although the general shape is correct, it seems that each face is rotate a bit resulting not a seamless connect between faces. and many uv vert are not welded. Tested in clean install of 2.82a and various other versions 2,79. 2.90.

Seems to be totally identical here https://i.sstatic.net/Z4F4J.jpg. Transfer UV Map is active to selected. Like all Ctrl+L operations. Not sure this is what you mean in the question.

from your screenshot, will you be able to make top left and bottom left meshes display the same texture using transfer uv maps? or have them all display the same?

I've transfered from original (left) to copy (right). Though, it work for the opposite too. Don't get how you have such results.

from top to bottom works too?

no, not from top to bottom

Should use mesh data transfert instead. Make sure meshes overlap as closely as possible before doing it.

that is why I ask why transfer uv maps does not work on those two identical mesh in this case.

The transfer operates but as it is. And as the meshes are different that gives the result you have. Use mesh data transfer, instead (with both meshes overlapping the closest possible). This one will use a projection cage to correct things (use "projected face interpolated" options). That will give a better result.

a work around is to snap every vert from mesh A to mesh B via vert index and use data transfer by close proxy.
please see this post on how to snap it via vert index: snap objects of same topology together by vertex index
special thanks to @lemon for comment here and provide solution in above post.


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How do I add a back wall to the front wall, so the object would be more than one layer of vertices?
So, I'm preparing a 3D model in blender for 3D printing and I split it into multiple parts, so I could print them out separately and fit electronics between the parts. However, now I'm at the problem where I have split an object into 2 and I have a front wall but separated back wall into another object (so it's one layer), and I need the object to have 2 layers (front wall and back wall) to be able to print out.
So here I am because I don't know how to formulate it to ask google and get a result which would help me.
I guess it has to be thicker than one layer of vortex walls?
Sorry for my terrible explaining, I'm not familiar with keywords for blender.
Any resources or a comment explaining how to do it would be a huge help, Thanks.

Could you share the blend file? Geometry is hard to see in wireframe+single image (what is depth what is hole). Please use http://blend-exchange.giantcowfilms.com/ for that.

I added the file, you can check it out.


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How do I create respective layers for separate pieces of sculptures?
I'm not sure how to use the layer feature for different sculptures in Blender?
Example:

#1 Sculpture should be on #1 layer, and same for #2 sculpture on #2 layer... Not this way: #1 and #2 sculptures on a same layer at all.
I'd like to be able to carve #1 sculpture without causing #2 sculpture to act like it's being treated the same way.

Another Example: Supposedly if I want to be able to create asymmetrical tail on a cat's body, I should be able to do that without it altering the cat's body at all.

I'm trying to figure out a shortcut, or at least how to get it to work...
I've tried ask this question on Blender Discord, and Reddit (which I copy-pasted most of my question into here).

Then eventually, I got an answer on the discord server that I should try a shortcut command which is Shift + A in the sculpt mode. Which I assume is masking an area (light gray-colored area) on a sculpture to make it only be able to inflate... rest of the sculpture that can't be inflated is dark gray-colored area...
-- Sam

(#1 Edit: Removed 2nd question; #2 Edit: Thank you for the responses, I appreciate the question you had for me - though I don't think it's the answer at all since it's masking not layers solution.)

Sam

Please ask only one question per post. [edit] your question, delete one question and ask it in a new page.

Ah, Betcha - just corrected my post mistake, removed the other question, I'll ask the 2nd question in a new post, thank you Susu!

Is the last bullet point an answer? If yes, then please post it below in the answers section.


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Bone constraints makes the animation act like a rag doll

You can see it for example in the DualsCombo_1 animation between Frame 10 and 30. (And all other fast moving animations)
i added constraints,stretch to, rotate to, etc. to simulate a muscle behavior in my animations. The problem is that the animation, with fast movements, behaves like a jiggling rag doll. The head drags behind while rotating. Can anyone explain why does it happens and how to avoid it?
Kind regards

Please share your blend file, with an animation showing the problem. (Grab the URL of the question.
Go to https://blend-exchange.com/.
Select the blend file.
Add the url of the question.
Grab the url that results.
Go back to the question and edit it.
Add the new url to the bottom of the post.)

Ok thanks for the advice :) I will do

It sounds like a dependency loop.  Open a console view (main window menu) and look for "dependency cycle warnings".  If you find any, use the message to help guide you to where you made an accidental loop.


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Background Image vs Reference Image - What are the pros and cons of these methods?
There seem to be 2 ways to add reference images in Blender as shown here https://youtu.be/PTxWKZZbIvU
Firstly you can hit Shift+a>Image>Reference, and secondly you can select a camera and in the Object Data Properties section there is "Background Images" which does the same thing. What are the pros and cons of each approach?
Also, How do you add a background image to the orthographic views?

Please prefer adding details directly here. If the linked video is not available in the future, your question will have no mean for future readers. Thanks.

Hello and welcome. While images and links are helpful additions, questions should stand on their own. Please provide some context and explanation, don't just post a link to a video

To view through the selected camera press numpad 0.
To align the Reference image with the camera view, select the Reference image, then in the header menu > Object > Transform > Align to Transform Orientation then in the Operator box choose Orientation > View.
Reference and Background are empties, they won't be rendered, they are used as references to model an object, liked the former Background in 2.79.
Actually they are exactly the same objects, except that the default settings in the Properties panel > Object Data are not the same, by default Background will only be seen in orthographic view and it is set to have its back transparent (but you can switch off these 2 options or switch them on for a Reference image).
What's the difference? I guess it all depends on what settings make you comfortable to work with. The Background version works a bit more like the former Background in 2.79, it makes the image more discrete and transparent in your scene, and if you enable its Only Axis Aligned you'll see it only in perpendicular views, which is very convenient.

Reference and Background are just two presets for an image object :)
The settings can be changed at any time through the Properties panel.


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"Add Action Strip" in NL animation panel is introducing mystery motion
I have some unwanted foot movement in a standing character. I have looked for ages for the keyframes to adjust but can't find them. I then tried to add a "Copy Location" bone constraint to pin the foot to an empty but it still moves. I then thought of using the nonlinear editor to copy the action. Weirdly the unwanted foot motion comes back.
https://youtu.be/NEViNE4JLNE
Any ideas?

Too little infos to understand what's going on, maybe upload your file?

Ok - here is a more in depth video... https://youtu.be/-aUI1Z3BaFY

Here is my file... https://drive.google.com/file/d/1aF-Tzcoj0Sx8s619Q8DgmZffxvjYFCOM/view?usp=sharing

The original armature and the problematic one aren't identical: the thigh bones have a different pivot point.
In this kind of rigs (pure FK) only the hip bone has loc infos, all the others bones are driven by rotations, and by parent-child relations.
If you move the pivot point of thoose rotations, the animation will start to be screwed up.
To solve, move in edit mode the heads of the thigh bones up on Z axis until they return to their original location (if this is compatible with your character)
If this is not possible, you have to either manually adjust the animation or (better) create an IK chain to lock the feet movements.


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Separate Highlights, Midtones, Shadows
I have this placeholder image (the bear cubs). I'm trying to capture the highlights, midtones and shadows produced as separate image files with alpha channels. The placeholder image -- instead, it is simply blank area of alpha data.

I understand I can use render passes to separate these into layers, but I don't know how to export them as images. Sorry if this questions been asked before. Can anyone suggest a way to do this?

Can you share your Blender project file? Instructions for sharing.


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Sculpt Tool + Artifacts Material
i am trying to add some folds and imperfections to this mesh.
After using the sculpt tool, I find artifacts on my mesh. It has its transforms / scaling applied, and re-wrapping it doesn't seem to help.
The material is textured with a procedural noise node.
Any ideas on why it's happening?

File shared here:

Any one with an idea why it's happening?

"It has no transforms or scaling applied" - they should be applied, but I imagine that's what you mean (in this case edit to "It has all transforms applied" or just remove "applied"). Uploading your .blend file will help. Marking the "artifacts" on the screenshot will help. For example do you mean those discontinuities? Explaining your workflow (how you sculpt, do you use dyntopo etc.) will help.

@MarkusvonBroady yes, you are correct. Updated comments to reflect that. File attached below. This version is simply the flat geometry before any sculpting has been applied. Dyntopo was played around with but the results were the same in either case.

If you activate the Wireframe and Face Orientation overlays in the overlays menu you will see the two problems:

flipped normals, they all point inwards (red) but should point outwards (blue)
the top and the bottom are huge n-gons and there is not enough geometry to sculpt anything

The activation of Dyntopo will split the n-gon into large diagonal triangles that causes the artifacts that you see on your screenshot.
The Cloth brush does not add geometry when used with Dyntopo. Even when you "touch" (strength=0) the mesh with the Draw brush to add geometry then the Cloth brush effect is fairly weak.
To prepare the model for sculpting, you can do the following:

optional: duplicate the model if you want to keep it low-poly and bake the sculpted details into a normal map later.

switch to Sculpt mode, press Shift+R to visually adjust the voxel size of the remesher. A grid is displayed where you can choose the size with the mouse. Try a value of 0.0300. Confirm it with LMB or Enter (The Dyntopo option must be turned off for this to work). Alternatively, you can enter this value in the settings of the remesher.

press Ctrl+R to execute the remesh operation. The remesh will fix the normals and generate a nice grid structure mesh but will also delete all UV maps!

optional: if you don't want a low-poly version but keep the texture on this sculpted model you need to UV unwrap it again now. Go to the UV Editor, select top view and do an Unwrap > Project from View. Scale the UV island to fit the texture.

sculpt the details. The Cloth and Cloth Filter brushes should work fine.

optional: bake the normal map from the sculpted model to the low-poly model

select Shaded Smooth for the object (with the context menu in Object mode)

Thank you for your help!


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Add geometry to warped / curved surface - best technique?
I am working on a ring. It will be 3D printed, I am working with SVG graphics that I import, and then extrude. I'd like to add some geometry along the sides of the ring (as seen in the example picture below).

What would you recommend as the most effective way to properly warp some additional geometry, so that it follows the contours of the ring's side?
https://www.youtube.com/watch?v=-XYuno3DgAo&ab_channel=DupliVerts
I've followed this tutorial where I parent some geometry to a plane, and then use the Surface deform modifier on this geometry, with the plane as the target.I then apply a shrinkwrap modifier to this plane, and choose my ring geometry as the target.

Can someone explain to me why the geometry is so awful? I've made sure to subdivide my initial geometry plenty to make sure it's smooth. I've also subdivided the plane used for the geometry several levels. And of course, the mesh that I have it shrinkwrapped onto has been subdivided and retopologized and has all scale transforms applied.
I've also retopologized my siding geometry using Quadremesher so that it's free of n-gons and other messy things.
Also as the plane approaches the bottom of the ring, the geometry gets all funky. Any advice here?

Any suggestions on what I can do to fix this? Or get better results? or an alternative?

have you tried filling the n-gon and then pressing i to inset.

For 3D printing: subdivide heavily and sculpt / displace using a texture. (Displace using geonodes to apply it)


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UV Unwrap around edges
Might seem like a noobie question but I can't seem to figure it out.
What would be the most effective way to unwrap a simple cube mesh in order to replicate UV unwrap that looks like this, where an image texture extends past the edges?
Is there a simple way to do it?

I've added seams to my mesh as such, but it seems that this is still not properly allowing the image to "wrap around" the edges. I'd rather not have to move the UV islands all manually. is there something I did wrong?
Making the seams on the back-side of the cube instead of the front is important, so I made sure to do that.

After U > Unwrap, the UV map that is generated looks like this.

You did it the other way round! that's way it does not align. The face you mark your seams around is the one facing the wall, not the one you want to look at

@JiříHonzák Hm, seems the result is the same!

Did you unwrap it again?

@JiříHonzák yup! Cube project. I'd rather mark the seams than move the islands each time.

You cannot use cube project when marking seams! If you want to mark the seams by hand you should use unwrap

Try Unwrapping normally, you shouldn't need to do too many manual movements if the seams are done correctly! Cube project has very specific use cases, normal UVs with correct seams will work practically every time

@JiříHonzák I unwrapped it after applying all transforms but my UV doesn't seem to take on the same shape as the mesh itself :/ Why would that happen?

Could you show us the UV map @Matthew?

@JiříHonzák  Updated with new screenshots

You're going to need to scale and move the UV map by hand, this shouldn't take you long to do! It's part of UV unwrapping after all :)

In the screenshot you uploaded the seams are still on the front side? For now look here: https://drive.google.com/file/d/1-NVeznfPXvFtmB-xr4O_Po2jlunolUm9/view?usp=share_link I'll upload it to my answer once I figure out how to compress it enough

Also the screens you uploaded clearly do not correspond to each other as it is impossible that you would have the whole seal in the picture with UVs unwrapped like this

@JiříHonzák Nope! Added them on the backside. And yes, they do correspond! I'm showing you the UV Editor with the mesh selected

@Zarbio Unfortunately this process is going to work together with a python script I've written to cycle through a folder of images, so it needs to be set once and for all!

Are you using generated in a mapping node before the texture coordinate in your material? That could be it and it's completely ignoring your UV layout. Also setting the UVs for an object then duplicating and adding new images shouldn't need you to set the UVs every single time. Good UVs hold out

You have a screenshot with the actual geometry with texture applied before the one with UV unwrapped and thats the one that does not correspond to it. If even the video I posted in the comment above does not help, then upload the image of unwrapped geometry along with the actual textured geometry that corresponds to it

Check my screen recording: https://drive.google.com/drive/folders/1VArx8oSmOYp8Fvi_xdST2NRfiBQJHT_h?usp=share_link @JiříHonzák

Did you apply scale and rotation? (ctrl+a -> rotation & scale) Anyway besides the rotation I dont see a problem? it seems like it does exactly as it should? The scale of UV islands is different thing from the one we were discussing. It is not possible to see clearly in the video, but it look like the picture continues along the edges as it should

@JiříHonzák all transforms have been applied. Inititally the mesh has been unwrapped using "PRoject from View -- Scaled to Bounds". You'll see at the 0:27 mark what happens once I use U > Unwrap, the UV islands don't match

upload the file and I'll have a look.

Was too large for Blend Exchange, please find here: https://drive.google.com/file/d/1SbouPeVRpb5oYoZkcbI27uJCJk6huPWG/view?usp=share_link
The mesh in question is the "Canvas"

Let us continue this discussion in chat.

If you unwrap with the default mode, here is what you'll get:

To make the UV square, enable the Snap to Vertex option and move the vertices until you have this:

If the sides are too deformed, subdivide a bit:

You need to create seams at the corners and at the back of your cube to and unwrap that way, I'd set up the UVs like this:
Make sure you're applying the scale before you do the unwrap so the uvs turn out right.
Bonus view of the back to help you understand where I placed my seams!

Hi, thanks for your answer! Check the updates I made to my comment

Can you post your UV layout? Bit difficult to understand whats going on at the moment :) Just from the look of things you look like you marked the seam on the wrong side of the cube!

In this case simple cube projection shoud be ok, you might need to move the UV islands in UV editing in order to make the image seamless. Or you can mark seams by hand like this (select edges -> right click -> mark seam):

After unwrap you get exactly what you want:

Hi, thanks for your answer! Check the updates I made to my comment


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How to view finalized render PNG with shadow catcher when scene denoise is turned on?
What lies behind this picture of a dolphin is a mesh set to be a shadow catcher, so it can effectively product an image floating in space.
I understand that in Blender 3 the shadow catcher function seems a little different than earlier versions. Is it rendering in a separate layer? Because I only see one.
Under "combined", it has a "ShadowCatcher" layer.
I notice that when I turn off the Denoise option, the shadow appears in the render.

When you see the Shadow Catcher pass in the render window's dropdown menu under Combined this means you have the Shadow Catcher pass enabled, which you find at View Layer Properties > Passes > Light > Other.

In this case, the Shadow Catcher will not be showing directly in the render but is a separate pass which you can use in the Compositor. For example to make it brighter or darker or color it somehow, or use it as some kind of mask etc.

If you do not want this and simply use the shadow catcher as before, disable the pass in the View Layer Properties and then the shadow will be fixed in the rendered image. In this case if you want to composite the shadow with a different brightness or color etc. you have to mask it out manually.

I actually don't have "Shadow Catcher" enabled under View Layer... I see the shadow appear as the scene is rendering. But when I do turn on "Shadow Catcher",  no shadow appears at all during the render... or after. I've notcied that when i disable "Denoise" under Render Properties.

@Matthew Hmmm, that's strange. The Shadow Catcher shouldn't be available under Combined if the pass is not enabled... and I use Denoise as well, but the shadow is there. Maybe you have to upload your file? Is it just this file or in a completely new created scene too? When you turn on Shadow Catcher under Passes it is normal that you don't see it while rendering or after. It is then only available as a separate pass (as I explained in my answer).

I simply want the shadow catcher to appear fixed in the final rendered image. I don't want to have any use of the compositor for this process.

When I disable "Denoise" under Scene, the shadow catcher appears in the render. So this has something to do with the denoise!

@Matthew But it shouldn't have to do with the Denoise and in my latest and previous versions it didn't have an effect. That's why I already asked you to share your file to investigate it further because just from what you say I cannot reproduce this issue.


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Cannot Render Mirror Hallway
I am trying to render this image using Cycles. This is how it looks in my viewport, compared to how it is after making the image. Can anyone help me figure out why?
Screenshot settings:

the speckles are noise, often referred to as fireflies due to various settings in your materials and in the render settings for cycles.  I assume the missing skeleton bits are because of an object obscuring the skeleton in the render but not in the viewport. (Look for objects that have the camera enabled but the 'eye' for viewport disabled.  If you post screenshots of your materials and render settings it might be possible to help.  It also might be possible to use a denoiser to reduce the fireflies.

@MartyFouts I have denoising turned on. I also don't have any obejcts obscuring the skeleton. I've hit alt + h to reveal anything that might be hidden and there's no reason for anything strange to appear. Added some screenshots to my question

can yo share a blend file? (How to add a blend file)

Render is set to 1 sample?
Change that to at least 32 to match the viewports samples.


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Applying two materials
I'm trying to apply two materials to an object -- one of them is a transparent PNG graphic which is supposed to be placed on top of another. What I do is select the object, go into Edit Mode, create a new material slot, select the two, and assign them. However, when I assign the PNG material, the one below it disappears -- I can see inside of my object.

Here I have the PNG graphic layered on top of the purple color provided by that second BSDF. However, when I try attaching the image texture to the base color of this BSDF, the texture does not cover the entire face of the object. Instead, it results in what is seen here:

The face of the object is black, displaying the pattern in a box rather than covering the whole object.

"...select the two, and assign them" - how do you actually do that? You can only select one material slot at once, not two. And each face of an object can only be assigned with one material.

Here's the node setup to lay a semi-transparent PNG over another, tiled image texture material.

Congrats - you copied my answer. It is the same setup I did - just with colors instead of shaders. Oh man....♂

@Chris Well, for whatever reason your setup wasn't working for me. Perhaps I misunderstood along the way. Thanks for your help

You just need 1 material.
In the shader editor use this node setup and you get what you want:

UPDATE:
setup with two images:
important: the "upper" image must have pixels with alpha < 1 inside of the png (in my case here the "toppng")

Not only does he need just one material, but it's simply not possible to apply more than one material per face in Blender.

Thank you for your help. You're right that you can apply only a single material to a face at a time, I must have been confused. Unfortunately, your model is not working for me:

When I connect my alpha node to the Mix shader factor node, my PNG turns black
My second material is not a BDSF, it is an image texture. I tried creating an additional image texture, along with another BDSF, to connect it, along with the PNG + its own BDSF, to the mix shader. But this does not produce the desired results. Please see the screenshot I attached in my original post.

@Matthew You have to plug the Alpha from the texture into the Fac input of the Mix Shader node, as Chris has shown in this answer.

@AlexisKing Almost there!! The thing is, Chris shows an example where the material lying under the PNG is simply a principled BSDF with a base color. In my case, the underlying material needs to be an image texture. When I create an image texture node and connect it to the base color of this second BSDF, I only see the image texture applying to the alpha of the PNG, rather than to the entire face of the object. How do I correct this?

And why can‘t you plug-in additionally the second image texture before the second BSDF like I did with the first? Is that what u want?

@chris I added some images above. Let me know if I am doing something incorrectly

please provide your blend file - it is the safest way to help you

@chris https://we.tl/t-mEUVmHb2EP

i updated my answer. unfortunately you did not include your textures...next time before you upload the blend file, please use file-> external data -> pack all into blend

@Chris. Sorry about that. By "alpha = 0 inside of the png" do you mean the PNG must have pixels that are either 100% opacity or 0% opacity? No in between? That's a little ridiculous. I can't seem to reproduce the results you have shown here.
The second texture is a normal JPG that looks like cloth. You can use something like this: https://i.pinimg.com/originals/46/dc/2d/46dc2dc3b3d646b2755bd6938a656b81.jpg

ok, please upload your file again WITH your textures as a wrote in my previous comment so that i can check your textures. maybe the error is in there. No, i just meant that there must be pixels without 100% opacity. Sorry, i updated my answer.

@Chris Hello, thank you for your help. I managed to figure out what it is. I added my material setup to the original post.

@Matthew: this site tries to help people who have same problems to quickly solve this. Of course - you don't have to say what the reason was. And of course you don't have to check an answer as correct. But it would be nice - if you know the reason for your problem - if you write an own answer and so others can find your solution too. Because you got help - hopefully you will help others.


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Batch Output Painting Mockup
I have a job to do: I need to produce mockups for a series of paintings.
I have a scene set up with the painting on the wall as shown below.
This painting is simply a material with an image texture.
I have 200 paintings to display on the wall.
I want to render a JPG of the scene with each painting, for 200 total different JPGs.
What would be the fastest way to do this?
I figure it would be to code through python.
Can anyone point me in the right direction?

Firstly, if this is the angle you are going to have for the final render(s) - camera is facing the frame straight on, no parallax - then this could just be a matter of using the compositor or VSE:

Render your final render, by itself. Save to a file.
Open a new blend file and choose the "Video Editing" preset.
Add your final render to the VSE sequencer.
Get all the images you want to superimpose, and copy them in a single folder. Give each one a similar filename along with a number in a range. Say you have 200 photos. In the folder, name them "superimposed_001.jpg", "superimposed_002.jpg", and so on to "superimposed_200.jpg".
Add an "image sequence" strip to Blender's VSE sequencer - which is really just the sequence of image files we just copied.
Overlay it on top of the final render in the VSE, using transforms to get the scale and position just right (and assuming your images are all the same aspect ratio and/or resolution, you'd only need to do this once for the whole image sequence)
Render out as an image sequence of animations - now each resulting frame is for a different image!

Here's an example of the strip - you only need the final render and sequence of paintings on top, the scaling and position is built into the strips (the image sequence I used got messed up, but you can get the idea):

If the frame is viewed at an angle - you will need to distort the superimposed images first. You can render a new copy of the paintings in the compositor with the distortion:

Open a new Blender file, open up the compositor
Import your painting image sequence (made using step 4 above)
Using your final render as a reference, use the "Corner Pin" node to distort the painting to match the distortion. Don't worry about using the Vector inputs - you can drag the "x"s at the corners to where you want in the backdrop viewer :)
You can either: do all your editing and rendering from the compositor, or render just the distorted paintings as an image sequence. Then you can use the steps above to put them together in the VSE.

Here's the example of the compositor:

Unfortunately I found these directions a bit difficult to understand but I was able to get far enough with simply using an image sequence node to feed the images to Cycles for rendering one at a time, as an animation. However, I don't want Cycles to need to re-render each frame when the only difference is the painting. I've hit the "Persistent Data" checkbox to try and avoid this but it still seems to be rendering the rest of the scene over and over. Is there any way around this?

To clarify, my method isn't re-rendering each Cycles frame of the background - you'll render it once, then use VSE in a separate file to render out the images with it. I can update it for clarification.

That would be helpful as I am having trouble. We have 1 scene shot from a camera angle that faces it straight on, but another one that takes a picture from an angle. Any chance you'd be open to making a quick screen recording of the steps?

I updated with a couple images and better steps. I won't be able to make a full video recording, hopefully this is enough for you to work with.

Thank you for your time!


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My animations don't export correctly for game engines (fbx file)
I was making some animations, and when i exported it to unity, this happens YouTube video link

https://blender.meta.stackexchange.com/questions/2449/what-is-the-problem-with-posting-an-image-or-link-and-asking-how-do-i-do-this

I just fixed it by making only one armature for all objects and when parenting (ctrl+P > bone) i just market "keep transform" and for the transparent gun it is just the unity default material....
sorry for bad english


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Problems with pointers when parsing a .blend file
I'm trying to parse .blend file produced by Blender 2.79b and having problems with some pointers refer to memory outside of data present in the file. Here are examples of some fields I'm not able to resolve:

wmWindowManager.queue.first
wmWindowManager.queue.last
wmWindowManager.reports.list.first
...
Scene.stats
Scene.sound_scene
Scene.speaker_handles
Scene.theDag
...

Are they supposed to point at some blocks inside the file or such fields are ignored and substituted by Blender at loading phase by new instances?
The file is a default project with the cube.

I suspect these could be from an addon(s).  Do you for instance use a sound addon in 2.79?

@batFINGER no, I'm experimenting with fresh Blender installation to avoid any influence from addons or whatever else

authors: Евгений Иванов


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Blender 2.8 - Is there a way to retrace or resample the whole scene?
I am a game programmer engaging in 3D art as a hobby. I recently started using Blender 2.8 but I noticed that whenever I make changes to nodes of a material, it doesn't update it in the 3D viewport until I close and reopen Blender and then my updates appear.
Am I supposed to click something to update the material whenever I make changes to the node?
If this issue sounds strange I can upload a video to show it.

I want to add that the viewport updates when I paint on a texture already linked in the material. But if I add a new texture or node ... or even remove an existing node it doesn't update that.

This seems like a bug, and you should probably report it to the tracker with video, system specs, video driver version etc (https://developer.blender.org/). The viewport definitely should update.

Not just the viewport. Even the material tab in the properties window doesn't update the material in its preview.

Are you on a Mac? This is a bug in the current MacOS build of Blender 2.8:
https://developer.blender.org/T616411
A workaround is to make another change and then undo it by pressing ctrl+z

Wow! You are totally right. Thanks for this. It helps a lot, and I hope it helps other people too.

In the newest release it's already fixed.

That's great to hear


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"Clip Cube" Image Texture extrapolation with default colour?
Image textures have a "Clip Cube" extension mode that sets all areas outside a cube around the image as transparent.
Is there a way to set to a default value instead of transparency, somewhat similarly to how the "Extend" mode extrapolates the nearest pixel value? It should work with modifiers.
This is both a subset of and a workaround for the behaviour that used to be possible with voxel image sequences, so if there is a way to get those back then that would also count as a solution to this problem.

Assuming I'm getting you correctly, it's not "clip cube"-- it's just, "clip".  What this does is return 0,0,0,0 RGBA for any vectors that are out of bounds: any vectors with any components that are outside the 0,1 range.
If you want to use a specific color for anything outside of this range, almost like clip border mode does with 0 RGBA, one way to do it is to just check whether the vector is out of bounds:

That's just how I figured to do it with the fewest nodes (no separation nodes): we compare the length of our original vector to the length of our vector clamped to the 0,1 range, and if the original vector is longer, we're out of bounds.  In this case, that means mixing with hot pink.
I said "almost like clip border mode," because there's one thing clip border mode is doing (or at least should be doing, there used to be an Eevee bug related to this) is texture filtering properly between lookup color and clip color, and doing it this way will not do any kind of texture filtering at the border: you will have a hard-edged border, no matter how little screen space the texels occupy.
Also, because "clip" border mode doesn't actually care about the Z component, only the XY component.  Sending a Z = 1.2 won't clip an image texture lookup, but it will clip the nodes I show above.  If this is important, it's easily fixable-- just scale vector.Z by 0 with a mapping node.

Ah, I'm using the image textures in the Texture Panel of the Properties Window, not in nodes, as I'm using this on a modifier. "Clip Cube" is like "Clip" but already automatically takes Z into account. I wish I could use Texture/Material Nodes with modifiers, but it's unfortunately not implemented and probably won't be soon (except maybe Geometry Nodes). Thanks for your answer anyway.


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Using Math equations to create Fractals in Blender
I am trying to recreate something like a Julia spiral fractal in Blender. Where would I begin? I've searched some videos on YouTube and I see there's been some conversation on here about the topic but none of them seem to be achieving something like this.
I know it's possible to create fractals with mathematical equations. This image was created with the equation:
fc, c = −0.8 + 0.156i
Is there a way to achieve it inside of Blender?
Edit: I know that we can use planes to create fractals in a 2D space. Is there any way to possibly generate a fractal in a 3D space? Something like a screw modifier?

Hello, I have done a bit of research into this - https://www.iquilezles.org/www/articles/juliasets3d/juliasets3d.htm - https://www.skytopia.com/project/fractal/2mandelbulb.html#formula - https://www.youtube.com/watch?v=WSQFt1Nruns - https://youtu.be/pHJErTRxM88

yes this is possible. CGMatter made a nice tutorial about this.
You can find the video here:
https://www.youtube.com/watch?v=H8nHxRO7eX0
So all credits of this post go to CGMatter.
This setup works in Blender 3.0
Important: Make sure you have Cycles as render engine enabled and CPU, GPU won't work since then you won't have that Open Shading Language checkbox.

This will look like this:

Here is the code as copy paste:
shader fractal(
float creal = 0,
float cimag = 0,
point position = P,
output color fractalcolor = 0
){
float real = position[0];
float imag = position[1];
for(float i = 0; i < 200; i++){
float realtemp = real;
real = real*real - imag*imag + creal;
imag = 2*realtemp*imag + cimag;
if(sqrt(real*real+imag*imag) > 4){
fractalcolor = i/200;
}
}
}

Oh yeah, I remember that tutorial :)

Nice, I actually watched this one but It's not exactly what I mean. Check my updated comment.


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Weird mesh deform when in object or pose mode
Okay, so I have this weird deforming on my mesh when I'm in either pose or object mode. I didn't have any issues with the bones and I've reset the rotation to have nothing change. I'm guessing it has something to do with the armature? Any tips would be greatly appreciated.

EDIT: I've reset the pole rotation to zero like the other leg, which fixed the deformation. So it looks like this.. any tips would be great.

Maybe a problem of Pole Angle in your IK constraint? If not, please share your file: https://blend-exchange.giantcowfilms.com/

I fixed it by locking the IK rotation on the x-axis. The tutorial I was watching when I made the armature had me do otherwise.


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Animating an emission shader (or any)
This is my first time posting here, I'm still relatively new to blender. I'm having trouble animating my emission shader. I'm trying to achieve like a blinking effect or an even brighter emission (at a certain point in the shot) but I'm not sure how to go about it.
If anyone could give me any tips, that would be great!

While howering mouse over a Strength value in Emission node, you can press I key to insert a keyframe for this parameter. Move in Timeline to another frame. Move mouse over node strength parameter and press shortcut again.

To adjust blending between keyframes to get on /off effect switch to Graph Editor, select all keyframes and switch handle type from Bezier to Constant (T).

Ah, thank you so much!! I've been at this for a while haha.


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Snap Tool isn't working at all in Blender 2.9
I've tried every single option in the Snap Tool panel, I've read the answers to the people asking the same question but nothing fixed it. It just doesn't react to anything. The only thing that would sometimes work is Snap to Increments while holding down CTRL, but again only sometimes. Yes, the button to activate the Snap Tool is on and yes i am not using Proportional editing mode.
Does anyone have any idea what might be the problem ??
EDIT: Nvm, i think i figured it out. Your mouse needs to be in the precise spot where you want your object to snap. Like, for example if you need to snap to vertex the mouse needs to be on the corner of the object where the vertex is. Also it only works if you use the hotkeys ( G + Y, for example) and not the gizmo, at least for me.

Please post a screenshot of your snap settings.

The cursor has to be near the vertex/edge of the object being moved, in order to snap to the nearest vertex/edge. This drove me nuts for the last hour.

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


text:
Can't edit vertices on hand
I'm trying to scale up the hands but the vertices aren't selectable. The hands were made separately, but it's all in one object now with an armature and all that. All the other vertices are editable.

It appears that the hand is either another object or part of a modifier with the mesh. Could you post the file here https://blend-exchange.giantcowfilms.com/ and add it to your post? It would help a lot!

@Nate_Sycro27 just did, sorry about that!

The vertices were just hidden. I found this which worked.
process for other newbies:

Select the object
Enter edit mode
Select all with 'A' key
Show hidden using 'Option' + 'H' key


text:
Modeling, Faces rendering wrong. --> bad Face Layout?
i'm about to build a house model and i wanted to reduce faces. Maybe i reduced too much.
Faces are rendering bad. I checked the normals and they are all ok.

As you see, there are faces rendering differently on the right side. do they have to be connected? the top face goes all along the building where as the lower one goes to the entrance. Do they have to share vertices?
Is it a bad face layout? How can i make it better to avoid those bad faces?
edit:
added screen with flat shading:

That panel in particular has the look of smooth shading. Is this intentional? If not, with the object selected, right click and select "shade flat".

im thinking about building this whole model new from scratch. as you see, the windows are just cutouts. maybe missing edges are the problem?

@dichterDichter Yes, that's the problem. Try use the knife tool to add some extra edges

I built it new from scratch. Just couldn't fix it.


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Bezier Curve as Constraint for Bones? (Rolling garage door)
im trying to build a rolling garage door. To connect my six panels i used bones. Now i would like to define how they can move. I want to use this for animations or stills in different positions.
I tried to connect my bones to a bezier curve but it doesn't work. I got it moving along the curve as an object but not bending around the curve. How can i make this work?

edit: i tried the curve modifier trick whick is very simple to use.
i might have to use bones instead because of the complexity of my model.
I want the Panels to use the tail which is hidden in the screenshot.

this may answer? https://blender.stackexchange.com/questions/133012/line-of-bones-to-travel-and-conform-to-curve-train-or-snake-following-path

or this one how do I make an object move along a paht in either direction

@moonboots: thank you. I used the version with the Vertex-Groups and it works. i will try if a hybrid solution between the curve version and Groups will work

You can do something similar without using bones:

Subdivide a plane so that it corresponds to the door parts (same size as the door), for instance, this:

Add a curve modifier to this plane. The plane will keep its flat parts following the curve.
Parent the door to the plane.
Add a "surface deform" modifier to the door targeting to the plane (and bind it). The door will stay conformed to the flat parts of the plane.

Animate the plane along its curve axis.

Cool, i just added a curve modifier to all planes/door elements of my door. I also added a parent "door" to all "elements". Now, when i move the "door" up, all elements follow the curve. Very easy solution. Thank you. - Should i document it here or upload the file?

You're free to upload the file, as you want!

As my door-panels are a little bit more complex, i used Null-Objects to group the Elements. Is there a way to link the Null-Objects to the curve? I tried to create some objects and make them parent but parenting just moves my lanels up and down, not rotating them.

@dichterDichter, could you add some pictures of it? Or you can also upload a file using http://blend-exchange.giantcowfilms.com/ and paste the link here.

thank you very much. i added a screenshot to my initial question

Have you tried with the plane I suggested in the answer, with the cuts at the exact location of the small weels of the door (I presume this is a weel)?

ah, now i get the idea. i will try it.

So, using the plane version did not work with all my (null-) objects. But its a nice and very easy to use Version i will consider next time and make a simpler Construction. Thank you very much

If you want, upload the model so that I can give a look.

https://blend-exchange.giantcowfilms.com/b/ob317kpo/ . if you have the time... I pretty new to blender, i made the step now and have to find everything. The Bones Version and yours are similar. both use a curve modifier as a base. from there, i can connect the verteces to the bones. i thought that i can connect them to the Null-Objects but it doesnt work

It was needed to join all the parts, but here is the result: https://blend-exchange.giantcowfilms.com/b/plwNDaNm/

thank you very much.