text:
Is this a Blender 2.92 rotation issue?
I am facing a rotation issue in Blender 2.92 and I would like to know if anyone else have the same issue.
Let's say I rotate a triangle at -32.5d and then I want to set it at -45d by typing it on redo panel. If I do that in Blender 2.91 or earlier version, it works fine...
https://www.youtube.com/watch?v=PQ4z4VDb860
But in Blender 2.92, triangle rotates opposite...
https://www.youtube.com/watch?v=9a7s4UcCNa4

Hey :). You're right, the rotation values are inverted in the popup panel. I'd suggest reporting a bug.

@JachymMichal I already did!!! :) https://developer.blender.org/T86333


text:
How can I snap two vertices of different objects while rotating?
What I want to do is to snap vertex "A" of selected object to vertex "B" of an other object, while rotating. Any idea how can I do this?

You can snap while rotating, but unless vertex B is exactly on vertex A axis of rotation they will not exactly meet up. Try setting your "Snap With" setting to "Active" and make sure vertex A is the active vertex.

Do you mean to set "Pivot Point" to "Active Element" and then set active the "A" vertex? If yes, I have already done this... The "problem" is how to snap "A" with "B" while rotating.

No, set "Snap With" in snapping settings to Active, then with vertex A active try the rotation and and hover mouse over B.

Doesn't work... :(

have you tried?
create a vertex group for each one? And add, 2 empty for each, and add 2 hook modifier?

In some way I understand what you are saying, but I am not so expert on Blender so to implement all this... I don't know what vertex groups is for and hook modifier too!!! Can I have an example or farther explanation please?

yes...Vertex groups: They are groups created with only certain vertices of the mesh... So that you can use it in modifiers, constraint, cloth ... Without changing the other vertices... https://prnt.sc/xyv9d1

hook is a modifier ... and its name already explains its function... but it is necessary to have a separate "object" in this case here I used the empty. https://prnt.sc/xyvn9k https://prnt.sc/xyvvf1

source: Stack Exchange

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

sort: votes


text:
Why is my lighting too bright?
I'm not sure why, but in the scene that I'm rendering (My first time, so I'm doing a donut) the lighting just doesn't work. As shown in the image, everything in the light is overly bright, and then it suddenly cuts off to dark. Is this a processing issue, or did I just do something wrong?

hello, maybe check the Strength of your light?

Omg thank you, it was at 1000W and I just changed it to 6. I thought I already tried that, but thanks anyway.

Lower down the Strength of your light

What you have presumably done is changing a default Point lamp to a Sun lamp. The Point lamp usually has a Strength of 1000W. Switching to a Sun will keep a value of 1000, but the unit is W/m², which is a lot brighter than the Point lamp. So the answer from @moonboots is most likely the solution in your case.
The result is not surprising and just what you experienced, a much too bright light (although our sun actually is about that strong, but eyes, cameras etc. usually compensate this by our pupils or camera's exposure settings):

The Radius of a Point lamp (or Angle of a Sun lamp) is a setting of their size and therefore determines the sharpness of shadows on both lamps.
A difference between both lamps is that while a larger radius decreases the intensity of a Point lamp, because the power stays the same while it is spread over a larger volume, this doesn't happen with a Sun lamp, since the unit W/m² is power per area, so the intensity stays consistent.
And although the Strength was causing your problem, for the sake of completeness (and because it was the solution to another similar question here) I will mention another possible reason, because this is something where Point and Sun lamp behave differently as well:
Since the Point lamp more or less resembles a punctual light source like a light bulb in a room, the effect of it's power and size is not independent from the size and distance of other objects.
In the following example I've set the Strength of the Sun to something lower like 3 to not fully overexpose the objects. On the left is the same scene as before (apart from the darker sun). On the right you can see what happens if you scale it all down to 10% of the original size.
The Point lamp still has a strength of 1000 W, but now it seems much brighter because it is also much closer to the objects. And since I didn't change the Radius which makes the lamp now 10 times bigger than before, the shadows are much softer.
The Sun lamp however also keeps its Strength value, but it is in W/m², so since I shrunk the objects and the area which gets light is also smaller - but the relative amount of sunlight stays the same. Also the Angle remains the same and therefore the sharpness of shadows doesn't change.

To oversimplify it, think of the settings on a Point lamp as absolute values, whereas the Sun lamp's values are relative values. For the Point lamp 1 $\neq$ 10 is valid, but for the Sun you could say, 10% of $x$ will always be 10%, no matter what $x$ is.

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


text:
Custom render engine - creating material previews with OpenGL?
I'm working on a custom render engine through a Python addon that uses the bgl module for most of its rendering. bl_use_preview is enabled on the engine to let it create material previews, and bl_use_gpu_context is enabled so that it can use the OpenGL context in its render method. It works great for final renders, but not so well for material previews.
Particularly, I've found that bgl function calls create strange effects in the 3D view when previews are generated while in solid mode. This ranges from filling the screen with black to giving it a lighter tint to making parts of the model translucent, etc. There are also bugs in the previews themselves if they're generated in rapid succession, but I haven't tested this as much.
It seems like any bgl calls at all result in this behavior, including functions like glGetError, which should have no effect on rendering as far as I'm aware. The following self-contained code demonstrates this (if you comment out glGetError(), it'll do nothing, but otherwise, generating material previews through the panel will make the 3D view glitchy on the next draw):
import bpy
import bgl

def register():
    bpy.utils.register_class(CustomRenderEngine)
    bpy.types.MATERIAL_PT_preview.COMPAT_ENGINES.add(CustomRenderEngine.bl_idname)

def unregister():
    bpy.types.MATERIAL_PT_preview.COMPAT_ENGINES.remove(CustomRenderEngine.bl_idname)
    bpy.utils.unregister_class(CustomRenderEngine)

class CustomRenderEngine(bpy.types.RenderEngine):
    bl_idname = "CUSTOM"
    bl_label = "Custom"
    bl_use_preview = True
    bl_use_gpu_context = True

    def __init__(self):
        pass

    def __del__(self):
        pass

    def render(self, depsgraph: bpy.types.Depsgraph):
        bgl.glGetError() # i put this in render(), but it has the same effect in __init__, __del__, etc

    def view_update(self, context, depsgraph):
        pass

    def view_draw(self, context, depsgraph):
        pass

if __name__ == "__main__":
    register()

Are bl_use_preview and bl_use_gpu_context simply incompatible? I'm aware that bgl is deprecated (using it because it has some features that gpu still seems to lack), so I understand if that's also part of the issue. Is there anything else I can do here? Any help would be greatly appreciated.


text:
Combining Materials/Maps?
I'm relatively new to Blender and have been using it to convert models from MMD and XPS format to SMD/DMX for Source Filmmaker.
My problem right now is that Source doesn't seem to recognize more than 2 (or possibly three) texture maps applied to a single area. The model I'm working on uses up to four, including the diffuse map, bump map, specular map, and light map. I can essentially only set up SFM to recognize the diffuse and bump map, but when that happens the model obviously loses a ton of detail those extra two maps provide.
Is there any way to combine the extra maps to import just two into Source without losing all (or at least as much) of the data? I'm not sure if I'm using the right terms here, but I hope someone can understand me!


text:
How to make a hole in a cylinder side?

i wanted to make eyes similiar to robot in image.I tried intersect face with another cylinder but while adding sub surface modifier the mesh distorts

Look into "crease edge" This prevents Subsurface modifier from distorting hard edges
https://docs.blender.org/manual/en/2.91/modeling/modifiers/generate/subdivision_surface.html?highlight=edge%20crease


text:
I want to Model this bottle but how do i make the groove on its surface?

How do i model this bottle and how to give the liquid inside similiar color.

Will you render it with Cycles (or Eevee)?

Hello :). What have you tried so far and where exactly are you stuck?

https://blender.stackexchange.com/questions/52488/how-can-i-model-indentations-on-a-surface/52515#52515 https://blender.stackexchange.com/questions/35791/how-would-i-make-these-curved-indents-in-this-water-bottle-picture-in-descripti https://blender.stackexchange.com/questions/134710/how-do-i-make-this-twisted-surface-on-a-bottle

You can create the wave pattern, duplicate, cut in half:

Fill the gaps:

Use a Simple Deform/Bend mode in order to bend:


text:
I can't go into sculpt mode if i don't have the original cube
I made a model, and was gonna finish it off in sculpt mode, but for some reason, even if I select the thing before going to the sculpt tab, the sculpting options don't go on the left and I can't sculpt. What do I do?

what do you mean by " the sculpting options don't go on the left"? Are the icons missing?

Hello, maybe you mistakenly hid the tools. Make them appear with shortcut "T"


text:
Solid Wireframe, F4 shortcut
I'm new to Blender - and to any 3D modelling software, really - so I started following tutorials on Youtube. In this particular case, the OP says to toggle the wireframe on the solid interface by pressing F4. Here's the link to the video, and go to minute 18:50:
https://www.youtube.com/watch?v=xYUK5HantuE&list=PLxt9ZAGPLIpcuPkSTGOJ9iZssTG3o1a0p&index=4
If I press F4, a simple contextual menu opens up:

but this should be the result:

I checked the key shortcuts in settings, but F4 is nowhere to be found in relation to wireframe:

I'm running Blender 2.91.2 on a M1 Mac.
Thanks in advance to whoever can solve this mystery to me.

Does this answer your question? Toggle wireframe mode with hotkey

He simply toggles Wireframe.
It's in the Overlays menu, but doesn't have a shortcut by default.
(You can assign a custom shortcut by right-clicking on the checkbox > Assign Shortcut.)

Thanks! This solved it :)

F4 for seeing the wireframe is not by default like that. I have added the F4 shortcut to see wireframe.

Removal of default F4

First you need to remove the current short-cut associated with F4 by going to the preference menu. Edit=>Preference=>Keymap.  Go to keybinding and type in F4 to see what is by default linked to F4.  Deselect the box on the left.

Adding new F4 for wireframe

Click on viewport overlays.
Right click over the box next to wireframe.
Click on assign shortcut key and press F4.


text:
What is the proper and reliable way to get a newly created UV map via python?
Since Blender currently adds a newly created UV map at the end of the UV Map list, I initially retrieved a newly created UV map like this:
bpy.ops.mesh.uv_texture_add()
uv_map = obj.data.uv_layers[-1]

But this seems maybe not so reliable because what if Blender suddenly changed to add the UV map to the beginning of the list or alphabetically sorted it. So I'm currently doing it like this which seems so much overhead just to get the newly created uv map. Is there another reliable way to get the newly created UV map?
def create_uv_map(obj):
    before_uv_map_names = [uv_map.name for uv_map in obj.data.uv_layers]
    bpy.ops.mesh.uv_texture_add()
    after_uv_map_names = [uv_map.name for uv_map in obj.data.uv_layers]
    new_uv_map_name = (set(after_uv_map_names) - set(before_uv_map_names)).pop()
    return obj.data.uv_layers.get(new_uv_map_name)

uv_map = create_uv_map(bpy.context.active_object)

oh nevermind i didnt realize i can do uv_map = obj.data.uv_layers.new(name="NewUVMap")


text:
Why Can't I Fill Shapes with Slightly Larger Gaps in Grease Pencil?
I drew two shapes: one with a smaller gap and another with a slightly bigger gap. I can fill the shape with the smaller gap, but the shape with the larger gap refuses to fill.
I assume there’s a setting in Blender that allows you to adjust the threshold for gap closure to enable filling.

I found the Gap Closure setting under Advanced and experimented with different values, both smaller and larger, but none of them worked. How does this setting actually function, and why isn’t it allowing me to fill the shape with a slightly larger gap?

By the way, in Blender 4.3, unticking Visual Aids does not function like in Blender 4.2 where you supposedly can fill with single click. There's apparently no way to do single click fills anymore with 4.3


text:
Some operators don't appear in operator search F3 despite being Registered and Developer Extras enabled
I found this thread and I already have Developer Extras enabled but I noticed that sometimes some operators don't show up in the F3 menu search despite REGISTER being part of the bl_options and being registered with bpy.utils.register_class(MESH_OT_RemoveLoneVertices). Other operators that get registered in the same file as this one do show up in F3. So why does this one not show up? So it's like some randomly show up and others don't. Do you see anything wrong with this file in particular?
import bpy
import bpy_types
import bmesh

class MESH_OT_RemoveLoneVertices(bpy.types.Operator):
    bl_idname = "mesh.remove_lone_vertices"
    bl_label = "Remove Lone Vertices"
    bl_description = "Remove vertices that are not connected to any edges"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context) -> set[str]:

        obj = bpy.context.active_object
        mesh = obj.data

        bpy.ops.object.mode_set(mode='EDIT')

        bm = bmesh.from_edit_mesh(mesh)
        bm.edges.ensure_lookup_table()
        bm.verts.ensure_lookup_table()

        bpy.ops.mesh.select_all(action='DESELECT')

        for vert in bm.verts:
            if not vert.link_edges:
                vert.select = True

        bmesh.update_edit_mesh(mesh)
        bpy.ops.mesh.delete(type='VERT')

    def draw(self, context: bpy_types.Context) -> None:
        pass

    @classmethod
    def poll(cls, _context):
        return False

Upon investigation, I identified the root cause of the issue with the test operator. It appears that I neglected to adjust the return value to True within the poll function. This oversight resulted in the poll function consistently returning False. Typically, the poll function evaluates certain conditions to determine the operator's availability. Even if the conditions aren't met, Blender usually displays the operator in the F3 search, albeit grayed out. However, when the poll function consistently returns False, Blender excludes the operator entirely from the search list, rendering it permanently inaccessible.
Update: Upon closer inspection, even if you have a condition to check if an object is active or not, if it is not active, Blender entirely excludes the operator from the list instead of graying it out. This behavior seems inconsistent, as I noticed that some operators, such as those that inherit from bpy_extras.io_utils.ExportHelper, still get displayed but are grayed out when not usable.
@classmethod
    def poll(cls, context):
        return context.active_object is not None and context.active_object in context.selected_objects

There are some problems with your script, it's not correct.
Here is the correct one:
import bpy
from bpy.types import Operator
import bmesh

class MESH_OT_RemoveLoneVertices(Operator):
    bl_idname = "mesh.remove_lone_vertices"
    bl_label = "Remove Lone Vertices"
    bl_description = "Remove vertices that are not connected to any edges"
    bl_options = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):
        obj = context.active_object
        mesh = obj.data

        bpy.ops.object.mode_set(mode='EDIT')

        bm = bmesh.from_edit_mesh(mesh)
        bm.edges.ensure_lookup_table()
        bm.verts.ensure_lookup_table()

        bpy.ops.mesh.select_all(action='DESELECT')

        for vert in bm.verts:
            if not vert.link_edges:
                vert.select = True

        bmesh.update_edit_mesh(mesh)
        bpy.ops.mesh.delete(type='VERT')

        return {"FINISHED"}

def register():
    bpy.utils.register_class(MESH_OT_RemoveLoneVertices)

def unregister():
    bpy.utils.unregister_class(MESH_OT_RemoveLoneVertices)

if __name__ == "__main__":
    register()

Could you describe what is wrong with the original script. Maybe edit your post and comment what edits you made so it is easier for visitors to leant from your answer


text:
Simple armature creation script results in a crash when attempting to set bone parenting
My full script is more complex than this, but the issue I'm having can be reproduced with these 9 lines of Python code that create an armature with a single bone:
import bpy
rig = bpy.data.armatures.new("rig")
rigObj = bpy.data.objects.new("rig", rig)
bpy.context.collection.objects.link(rigObj)
bpy.context.view_layer.objects.active = rigObj
bpy.ops.object.mode_set(mode="EDIT")
bone = rig.edit_bones.new("bone")
bone.length = 1
bpy.ops.object.mode_set(mode="OBJECT")

This works almost as expected. However, after running the script, if you try to parent any object to the bone (manually, through the 3D viewport), Blender crashes. Is there something I'm doing wrong, or a step I'm leaving out here? Any help would be appreciated.

In my case i parented a Cube to the bone after running your script and it runs fine. no crashes on the latest blender 3.4. what version are you using?

@Harry McKenzie I'm on 3.3, so I guess maybe this got fixed in 3.4. A little odd, considering that 3.3 is the LTS version. In any case, the solution I posted seems to solve this.

Turns out, setting the armature's active bone fixes this problem. Here's an update to the script above that works perfectly:
import bpy
rig = bpy.data.armatures.new("rig")
rigObj = bpy.data.objects.new("rig", rig)
bpy.context.collection.objects.link(rigObj)
bpy.context.view_layer.objects.active = rigObj
bpy.ops.object.mode_set(mode="EDIT")
bone = rig.edit_bones.new("bone")
bone.length = 1
bpy.data.armatures["rig"].edit_bones.active = bone
bpy.ops.object.mode_set(mode="OBJECT")


text:
Can you change the Noodle Curving behavior, particularly for left-directed connections, back to how it was in Blender version 3.1?
In versions 3.1 of Blender and earlier, noodles connecting reroute nodes would end neatly right on those nodes, whether your theme's Noodle Curving was set to 0 for straight lines or higher for curved ones.
Noodle curving set to 0 in Blender 3.1:

Noodle curving set to 7 in Blender 3.1:

From version 3.2 onward this behavior has changed as noted here. Noodes with curving above 0 now overextend when moving right-to-left, which makes it difficult to achieve clean node setups for complicated shaders.
Noodle curving set to 7 in Blender 3.2:

See in particular the left-directed straight line which now has a lip either side.
Is it possible to revert this behavior in newer releases of Blender?
Many thanks for your time!


text:
How to get sharper edges in renderings?
I'm trying to get rendering of a basic cube to have sharp edges. I'm testing with a basic cube that uses a default Principled BSDF material with a purple base color. Here's a rendered asset, its size is 115 x 115

The edges and corners look a little too "fuzzy" or "soft" for the look I'm going for, ie when I zoom in, there are more translucent pixels at the edges than I want. Zooming in on the lower-left corner of the rendered asset, with black background added to better illustrate, you can see there's a 1px translucent pixel column on the left for example:

Is there any way I can make the edges render "sharper"? I can't increase the resolution, my assets need to be this exact size for my application. Also when I create the same asset with an svg editing app like Illustrator, and export the same size to png, the edges do come out sharper, so I think there's something I can do with the material in Blender maybe to match what I want,
Thanks

You can adjust filtering settings in the Properties Editor, Render tab, Film section:

Lowering the filtering size or width removes anti-aliasing effect, but also makes diagonal lines look uglier.

thank you - this is a property that affects the whole scene, do you know if there's something similar that can be applied per object?

As far as I know there is no functionality that would allow that per object in Blender.


text:
How to change the value of a node when a specific frame is reached
I'm trying to figure out how to insert a keyframe that'll record a change in my geometry nodes' values.
I have a node that controls the starting position of an object, I want the Z-axis to be at -1.21 for 216 frames, and after that I want to change it to 9.49 until the end of the animation, to create the illusion of an explosion. What happens is that it just stays at 9.49 for the whole animation. So basically -
how can I change the value of a node (float) when a condition is met?
I need some node setup to act as my "if...else..."

Maybe use Math>Greater Than or Math>Less Than?

@ChristopherBennett gonna take a look and try, thanks for the suggestion

I was able to use the node to output 0 until the frame count reaches 216, question is, how can I switch between values depending on that 1 or 0 that the Math>Greater Than node outputs?

To time certain actions in Geometry Nodes, you use the Scene Time node.
In this example I set the Z-position of the object from frame $216$ to the value $9.49$:

thank you so much for the great solution!
I just wanna ask - my Greater Than node looks a little different; instead of A and B I have a Value and a Threshold, I also can't specify I want an Integer. how come yours is different from mine?

@kfirezer You are welcome! On the one hand there is the option Greater Than in the Math node, but on the other hand there is also the node Compare, which I use here. But they both do largely the same thing in this case.


text:
How to open and replace image texture via command line
This is how i could replace the Base Color if it was just a default color option : bpy.data.materials["Material"].node_tree.nodes["Principled BSDF"].inputs[0].default_value = (0, 0.1 ,0 , 1)
But I am wondering how i could do the same if I was replacing an Image Texture option instead.
Posting image of GUI for reference. (basically wanna simulate selecting an image in Python script)

if you just wanna exchange/replace (as your title says) "another" image you can use this: bpy.data.images['Feb-9_color.png'].filepath = ... new image....

Here is a complete setup for materials you can use. If you get stuck at any point please let me know. Hope it helps
import bpy

cube = bpy.ops.mesh.primitive_cube_add()
mat = bpy.data.materials.new(name='Material')
mat.use_nodes = True
bpy.context.object.active_material = mat

nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()

principle = nodes.new('ShaderNodeBsdfPrincipled')
principle.location = 200, 0

output = nodes.new('ShaderNodeOutputMaterial')
output.location = 600, 0

image = nodes.new('ShaderNodeTexImage')
image.location = -200, 0
#Assign Image
image.image = bpy.data.images['YOUR IMAGE NAME HERE']

links.new(image.outputs[0], principle.inputs[0])

links.new(principle.outputs[0], output.inputs[0])


text:
Bump map textures vs texture wrapping through UV mapping
I'm currently sculpting an organic model of a dragon and was just wondering for the scale and skin details, can I not just use bump maps and vertex colouring instead of texture wrapping the model?
Also last question, I'm currently adding details on to the 'multi-res' modification of the model, if I wanted to keep the skin details but get rid of the multi-res, would I just bake the multi-res onto a lower poly version of the model?

Uh, let's take this sentence: "can I not just use bump maps and vertex colouring instead of texture wrapping the model?". Bump Map is a map, meaning a texture, right? You'll need some kind of UVs for that, even if auto-generated. For a very organic mesh, like a dragon, I doubt that an auto-gen UV-layout would do, but it depends of what you want to achieve. I mean, it is hard to judge what you want without any visual reference.
If you have multiple questions, please threat them separatelly.

oh sorry I meant alpha textures instead of bump maps, I'm assuming it still doesn't matter in this case? also will do!


text:
Object rotates in wrong direction

I wanted to rotate the nut in the picture around its own z-axis. So I turned the transform orientations to Normal. But somehow the rotation of this object as well as of the two adjacent obejcts ehaves in a way I don't understand. When I move the object along its normals it behaves the way I would expect.
I also added a new object (the cube in the background) and tried to do the same with it which works well.
If this is of any help: I originaly rotated the object this way by snapping it to another face, afterwards made linked copies and used a mirror modifier. But I can't seem to get behind this issue.

Your object has a Delta transform (Rotation X = 90°)

Clear rotation in your Delta transforms
Add +90° to your regular X Rotation and press Enter
Done.

That worked. Thanks a lot! :)

No problem :). Good luck with your project.


text:
Why aren't my driver values updating?
I am currently in the process of retouching an older character of mine with a new rig i made, however, mid-way through attaching the old parts onto the new rig, the drivers on the new rig that controll the IK/FK switching stopped updating their driver values. How do i fix it?

Never mind, I just needed to raise the value a little bit...


text:
Transparency for object in solid viewport shading, vertex color type or x-ray for single object
Is there any way to make single object transparent while using solid viewport shading and vertex color type.
Or apply x-ray for single object?

I don't know of a way to do that in workbench, but it's easy to set up with Eevee.


text:
wrapping a complex mesh around another mesh
So what I basically want to do is this building. I am modelling an asset for my game. It is supposed to be the main attraction in that point so vertex count might not be an issue.

This is my base structure. And I am trying to Wrap it with some thing like the next picture

The tissue addon might be helpful here.

Thanks Let me try it

Tissue makes the geometry quite weird.

The geometry of the illustrated building is irregular-hexagonal / triangulated. Your tile is rectangular. Which one were you after?

I used two curves modifier. One was used to make exterior curve. And then used another curve to wrap around the perimeter. that got me the result I wanted

Hello, thanks for updating with your answer, could you post a screenshot or a litte more information to describe what you achieved so it could benefit to others aswell ?


text:
How to reveal a logo as if it is being drawn?
I have a trademarked logo of 2 heart shapes (not filled) joined together like number 8. It is similar to the infinity sign. How can I reveal it as if it is being drawn?

I can use the build modifier, if the faces are sorted accordingly. But I don't know how to sort the faces of this object according to this path. In essence, the logo, which is in the shape similar to that of the number 8, should be animated as if it is being drawn (or being built, according to the terminology of the build modifier).

have you tried with the Array + Curve modifiers?

@moonboots I don't know how to do that. The only way I know is to use build modifier, but it has the prerequisite of sorting the faces according to this path, which I don't know how.

https://blender.stackexchange.com/a/206192/110840

I am answering my own question, since as a beginner this is the way I was able to do. The resulting render took only 10 or so seconds in my very old laptop (without GPU, using i3 processor).
Make the shape

Delete the default cube.
Add a mesh circle
Using proportional editing with sharp falloff, dragging it to heart shape.
Duplicate the resulting heart shape
Rotate it 180 degrees
Extrude
Bevel

Create the drawing

Bisect the image twice at the centre, to get a half heart.
Sort the faces using the Mesh menu in the Edit mode, placing the 3D cursor on one end.
In another blender file, copy this object and use reverse sort.
Copy this object back to the original Blender file, rotate it along x and y axes (depending on original orientation of your object) by 180 degrees.
Join them with Ctrl+j as a single object.
Make a copy of this new blender file, and repeat this process.

In a total of 5 minutes effort, you can make an initial animation. Further refinements can be done, but I need to figure that out.

Converting to gif
As an extra, the resulting render in mp4 can be converted to gif format simply by the command (in the terminal)
ffmpeg -i DrawLogo.mp4 -loop 0 DrawLogo.gif

As per my understanding,

The -i indicates input
-loop 0 indicates infinite looping

Further refinements
The animation at this stage looks slightly discontinuous in the centre. Probably some advanced users can help in this matter. I hope that this answer is helpful for other beginners like me.

i would make a curve with that shape, give it some bevel and animate the factor end:

I am new to Blender. I made this shape using mesh circle and using proportional editing with sharp falloff, dragging it, and duplicating the resulting heart shape and rotating it 180 degrees, then extruding and bevelling. I don't know to make it using bézier curves. I will try it the next day and get back to you. Upvoted.


text:
Blender won't open .blend file, gives an error that the file format is not supported
I’m experiencing an issue with a file not being able to open. I created a project in Blender back in July that I had spent many hours working on, but got busy and wasn’t able to finish. I came back to work on it today, and when I try to open it (or it’s .blend1 file) I get an error stating “Report: Error. File format is not supported in file ‘(where my file is saved)’”
Since I have used blender between now and the last time I opened this specific file, I don’t have an autosave option for it, which is the only solution I’ve seen offered for this issue online. I had backed this file and a couple others up back in August, but that back up has the same issue despite every other file I own still working fine.
I’ve been using Blender 2.91.0 this whole time.
Does anyone know what might be wrong with my file or if there is anything I could do to fix it?

Do a search for *.blend1 files these are backup copies of blender files

I had already found the .blend1 file, it gives the same error upon opening as a backup from within blender as the main .blend file does. I tried appending both the .blend file and the .blend1 file into a new file, but they were both empty folders in the append menu ): I'm thinking the file may have corrupted, but if anyone has any other suggestions I'd love to try them too


text:
how to make a twisted circle

I'm trying to make icing around the top and base of a cake, and the only way I've found this can be done is to make a star, extend it and loop cut it into segments, then use simple deform to twist it 360 degrees and then use curve modifyer with a circle curve and alter the length of the star tube until it forms a complete circle, as shown below.

but using this technique leaves a weird shading line where the two ends meet.
Ideally, I'd like to use a circle curve and make the fill of the line the twisted star but I am unsure of how to execute this. I can so far only make a cicrle with a star shape as the line fill but with no twist, like this:

adding the modifier "simple deform" under "twist" to this circle creates a gross messes of a shapes, below:

Use the weld modifier to merge the overlapping vertices. This way the normals will be interpolated and the seam hidden.

I was going to suggest the Weld modifier as well, that's definitely the correct answer - but a stupid question: in your screenshot I see you have selected Circle.003 and the modifier is at default Distance of 0.001, but with this setting the vertices are not welded in my Blender - there's too much overlap between both ends. I have to set the value as high as 0.055 to weld the complete seam, and then much more vertices along the object get merged earlier. How did you do that? I used the Weld modifier on Circle.005, there a Distance of 0.012 is sufficient.

Or did you scale the mesh in Edit Mode to decrease the overlap? I had to scale it down by 0.9961 to make it work with a distance of 0.001 - if you did that, it's probably best to mention that in your answer or otherwise tr4sha might say the solution didn't work for her.

I scaled the curve. Feel free to suggest an edit. =)


text:
How can I rid my cal shaded animation render of this horrible artifacting?
When I render my character as a single image there are no issues at all, however the second it becomes a rendered animation the final pass is noisy and full of artifacts, is there any good way to clean it up? My render resolution is at 128px * 128px, using Eevee & using 256 samples. Thank you

What type of Animation Export do you use? Its likely, that is is compressed because its exported as Video

That was exactly the issue! I didn't consider that, thank you very much!


text:
No animation after 250th frame
Iam new to blender. Iam making a dominoes falling animation.
I have set start frame 1 and end frame 350 but after 250th frame it stops falling and there is no animation happening

What are you using to make the dominoes fall (physics properties)? Often, there is a separate set of bake settings based on the physics you are using (ie: Softbody has it's own bake cache).

@ChristopherBennett yes Iam using physics properties. Thanks.

The length of rigid body simulations depends on the Cache.
In the Scene Properties > Rigid Body World open the controls for cache and set the start and end to suit your needs.


text:
Advice for a spaceship landing special effects?
So, I am decent at modeling and animation but NEVER done special effects before, but am working on a spaceship animation and want it to land, but have it kicking up dust as it is landing, similar to a helicopter (circular and outward dust clouds) but since I have very little experience in VFX, I have no clue where to start, and unfortunately Blender VFX tutorials involving dust seem very few and far between. Any advice is greatly appreciated! Thanks in advance!

I guess you need to use a smoke simulation if you want something realistic


text:
My Path Animation Scene in Blender only renders the very first time
Okay, so my problem is that only the very first frame of my 720 frame animation is rendered.
Heres the file for you to check:

After changing the output path to something that exists on my drive, I was able to render the entire animation normally: https://imgur.com/a/od0nzDO

So maybe try with a different output path that is not in OneDrive or something.


text:
Why is my IK Bone dragging the mesh with it?

Why is this happening?
I parented the mesh to the two bones on the left site of the IK bone with automatic Weights. My controller pulls it as well though.

You need to disable the Deform option for all the controller bones. You should have done that before parenting. Now you'll need to correct the weight of the feet and ankle bones so that they now influence these vertices.


text:
I want some Bones in my rig to stick to their relative position, so I can edit them better
So for example when I move an arm of my character and his hand moves relatively with him, everything is fine. When i want to change or turn the fingers though, the axis play against me. This is what I mean:
Help is much appreciated.

It's difficult to accurately determine the meaning of your question, but the video helps.  I think you mean that the mesh that looks like a link-knob -- near one end of the bone -- seems to distort when the bone is rotated?
What may be necessary is for you to adjust the weighting of the vertices nearest the bone pivot end -- perhaps to the value of zero.
There are a couple of ways to do this...
METHOD 1: Weight Paint tool:
When you parented with Automatic Weights, blender would have created Vertex Groups that match the names of your bones.  Select the mesh and change from  the Object to Weight Paint mode, and you can paint a zero Weight (dark blue) onto the vertices you want to stabilize:

METHOD 2: select and adjust weights:
With the mesh in Edit mode, select a single vertex around the problem area.  You'll see the bone weights listed in table form:

Adjust downward (to zero?) this vertex you want to stabilize.  You can then use the Select box or Select circle or ctl-+ to add nearby vertices to the selected and use the Paste Weight to Selected (vertices) to adjust the whole group:

I don't show but you could pre-define you vertex "problem group" into a new vertex group (Assign to Group), so that you perhaps have less trial/error or increase your accuracy of selecting the "paste to" group.


text:
Equals node for compositor
I'm trying to compare two scene renders to find the difference between them, the simplest thing I can imagine would be an 'equals' maths node but that doesn't exist, wondering if anyone has a solution for this.
Without an equals node, my next thought would be to just find the difference with a less than and a greater than node, but as you can see this doesn't work. The less than than node reads most of the parts of B that are identical to A as less than (I have double checked and there are definitely much larger identical sections of the images, they are shaded just with a flat colour).

The compare maths node is close but really not at all precise.
I imagine this problem would be pretty easy to solve with a custom node but I'm hoping I can solve this without having to install an older version of blender :/
Here are two renders for reference (not sure why one is huge here they're the same size) ->

In compositor, math nodes work on float values, not vectors and colors, so you have to split the 3 components and perfom operations on each of them.
The compare node seems to perform what you're looking for, ugly results come from ugly input data (noise and size differences).
If you want to isolate objects for compositing purposes, you'd better use materials, ID and cryptomatte masks instead.

Yeah i dont mind just working with the bw values, i still don't understand why the compare node doesn't register some parts of the image as identical? But yeah i might try to work something out with cryptomatte masks thanks for the suggestion


text:
How can I automatically remove zero weight bones from a model
I have tried looking it up already and there isnt anything that helps with the issue whatsoever. I just need to know how to remove zero weight bones automatically without needing to go through every single bone in the model, as it would take far too long

Hi! What do you mean by "zero weight bones"? Bones that do not contribute to deformation? Removing bones from a rig may cause loss in functionality. Please share more details (your armature rig , how are bones named, etc.) and example what exactly you want to do.

Even if they aren't keyframed and don't have any weights assigned they are probably still part of the bone parenting system so removing them might cause unexpected results.


text:
Change root bone position in animation
I need to correct a root bone in someone else's model so that it is at zero (height) during animation.
Initially it looks like in the first image. I have set the position to zero using the edit mode (image 2), but it is still offset in the animation.

Can you tell me how to remove this offset (as in image 3) without moving the whole armature along with it?

I'm not into Blender myself, I need this for Unreal. I tried separating the bone and setting the height to zero in the animation, but apparently that's not how it's done.
Thanks in advance.

If we want to re-evaluate bones in some other space-- ie, with a root in some other location-- we can do it by creating a few constraints and using a "bake action" operation.
Start by duplicating your armature (with the same action.)  Give the duplicate's root bone a "limit location" constraint.  Here, where you say you are interested in preventing it from moving up or down only, you can do this by putting the limit location constraint in local space, limiting only Z axis location to 0-0.  This will clamp the root bone to its rest XY plane.
Now, give bones in the next level of your hierarchy-- bones that are parented to the root-- copy transforms constraints targeting their counterparts in your original armature.  Leave these constraints at their default world->world settings.
Now, use a bake action operation on your duplicated armature, with "visual keying" and "clear constraints" (actually, I think clear constraints is optional in this case, but it's generally what you want for this kind of retargeting.)  You end up with an animation where the root is clamped to its rest XY plane, but its children are where they would be, if it were following the original animation.

Thanks for your response. How can I target a bone of first armature in copy transform constraint? As I understand It requires a target Data ID which cannot be set manually and from options I have only armatures and meshes.

Set the appropriate armature in the field, and a new field will open which will allow you to designate a bone in that armature.  Make sure you are making a bone constraint and not an object constraint.

You were right! I had to add two more constraints to make it work the way I wanted, but that was what I was looking for. Thanks.
The only thing I didn't understand is why the constants are reset after the animation is baked. So I have to bake the action, copy, go back, save and so on for all the animations.

@Vaidual Because that's what "clear constraints" does.  But, it doesn't matter, because it's also baking the action of all constraints into the action, which is what "visual keying" does.  There are a number of options here if you need something specific, like, maybe, baking only the selected bones; you could copy/paste keyframes between actions as well.


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Replace circular face with a rectangle?
Is it possible to replace cylinder's circular face with a rectangle? I'd like to keep about the same number of vertices to create a smooth transition.

Easiest way is to subdivide the rectangle to match the number of vertices of the circle,

Then select both and do a Edge > Bridge Edge Loops, increase the number of cuts to smooth the transition.

thanks for the answer. how do I create a rectangle out of the rectangular face? I tried deleting the face, but this deletes all the vertices. And subdividing the face creates additional vertices inside the face and not necessarily on the permiter.

I got it, need to delete "faces only": https://blender.stackexchange.com/questions/142976/delete-or-dissolve-face-keeping-edges

Another useful answer was this one, explains how to display the number of selected vertices: https://blender.stackexchange.com/questions/72171/vertex-count-number-display


text:
Hotkey to set dimensions to a specific value
Is there a hotkey to set a mesh object's dimensions on a specific axis?
The closest I have is the s scale hotkey, but it scales the object with a multiplier rather than setting the value.

Why don't you just enter the dimension in the Dimensions for the specific axis and then apply the scale? Not as quick as a hotkey, but better than having to calculate the matching scale factor to get the correct dimension...

That's what I'm doing right now, clicking on each axis and entering the dimension. I'd like to know if a hotkey is available, similar to being able to rotate by pressing r and entering the desired rotation in degrees.


text:
The visibility for renderings of objects is switched off, but is still displayed for random frames in the viewport and for associated renderings
I use an object (the sphere in the middle) exclusively as boolean for an animation and don't want it to be visible in the renderings. Therefore I have switched off "Show in Renders" in the "Visibility" and display the object in the viewport as a wire. This actually works very well, but randomly in frames 15, 16 (shown in image below) and 28 the object is displayed as solid in the viewport as well and more important in the rendered frames. I can't explain this at all and unfortunately I don't know what to do now.

Do you have the object's camera icon disabled on the top-right Outliner panel? That won't stop it being displayed in the viewport but should prevent it ever being rendered.

please provide blend file because you even cutout the important part (outliner) in your provided screenshot

Hello Lara, welcome to BSE. It's possible, if the cut-out is animated, that the Boolean fails when edges exactly coincide, or other calculation limits are reached. Does the Boolean fail when you take those frames on their own?

I have now solved the problem, not in the nicest way, but I rendered the animation as individual frames, and then moved the sphere slightly upwards in the frames where the invisibility did not work until it did and rendered the affected frames again individually.
Not the smoothest way, but the location adjustment was so small that you can't see it in the final animation.


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bmesh smooth property isn't set
I want to select all sharp edges using a script. I tried something like what's suggested here: https://blender.stackexchange.com/a/41352/177165 which uses a bmesh edge's smooth property. This doesn't seem to work.
In the example below, I try selecting all the not-smooth edges of a cube, and I get an empty list. For the first edge in the list, I print some debug info to verify - it's not marked smooth, although its face_angle is about 90 degrees.
import bpy
import bmesh
# delete everything
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
for obj in bpy.data.objects:
    obj.select_set(True)
    bpy.ops.object.delete()

# make the box
bpy.ops.mesh.primitive_cube_add()
box = bpy.context.active_object

# find all sharp edges
bpy.ops.object.mode_set(mode='EDIT')
me = box.data
bm = bmesh.from_edit_mesh(me)
sharp_edges = [e for e in bm.edges if not e.smooth]
print(f"sharp edges: {sharp_edges}")

# debug info for edge 0
bm.edges.ensure_lookup_table()
print(f"edge 0 smooth: {bm.edges[0].smooth}")
import numpy as np
from math import degrees
theta = degrees(bm.edges[0].calc_face_angle_signed())
print(f"edge 0 face angle: {theta}")
bpy.ops.object.mode_set(mode='OBJECT')

the output I get is:
sharp edges: []
edge 0 smooth: True
edge 0 face angle: 89.999995674289

Is my understanding of the smooth property wrong? Or does bmesh not set the property by default?


text:
Result of boolean doesn't export as stl in python
I'm trying to do a simple boolean difference and export the result as an stl file. My script is below - it just makes a cube and a sphere and subtracts the cube from the sphere:
import bpy

# clear any objects
bpy.ops.object.select_all(action='DESELECT')
for obj in bpy.data.objects:
    obj.select_set(True)
    bpy.ops.object.delete()

# add a cube
bpy.ops.mesh.primitive_cube_add()
cube = bpy.context.active_object

#add a sphere
bpy.ops.mesh.primitive_uv_sphere_add(location=[1.5, 0, 0])
sphere = bpy.context.active_object

# subtract the cube from the sphere
bool_one = sphere.modifiers.new(type="BOOLEAN", name="bool 1")
bool_one.object = cube
bool_one.operation = 'DIFFERENCE'
bpy.context.view_layer.objects.active = sphere
bpy.ops.object.modifier_apply(modifier="bool 1")

# delete the cube
bpy.ops.object.select_all(action='DESELECT')
cube.select_set(True)
bpy.ops.object.delete()

# export sphere
bpy.ops.object.select_all(action='DESELECT')
sphere.select_set(True)
stl_path = f"/Users/danilo/Desktop/test_{sphere.name}.stl"
print(stl_path)
bpy.ops.export_mesh.stl(
    filepath=stl_path,
    use_selection=True
)

When I run this within blender, I get the expected result:

When I run the same script in an ipython notebook, an stl file is made, but it's essentially empty (84 bytes instead of 48kb like the above) and it doesn't open in an stl viewer.
One more thing I tried is just exporting the cube and the sphere separately before doing the boolean op. This works as expected in the ipython notebook.
I'm running:

macOS 12.6
Apple M1 Max processor
blender 3.6.5
python 3.10.13
bpy version 4.1.0 Alpha (built from git revision 583bd9662e Nov 11 2023)

Any help is appreciated. Thanks!

I tested your script (only needed to modify the output path), and it worked fine. I verified by importing the STL file into Blender.

Just to clarify - it worked for you in python (outside blender)?

Yes, like this blender --background --python test.py.

Interesting, that worked for me too; had to do this: /Applications/Blender.app/Contents/MacOS/Blender --background --python test_stl.py. If you just run your script like python test.py do you get a weird empty file? That's what happens for me. And if I modify the file to comment out the lines that make and apply the boolean modifier, I get a normal file of the full sphere.

I can't run it like that as I don't have the bpy module. This is the output I get when I run python3 test_stl.py: Traceback (most recent call last):   File "/home/mra/Desktop/test_stl.py", line 1, in <module>     import bpy ModuleNotFoundError: No module named 'bpy' This seems to be an issue with Blender 4.0 and above. I posted a workaround answer below.

It turned out that in Blender 4.0 and probably in 4.1.0 Alpha the Boolean modifier is broken. I tested it in Blender 4.0. However, the Edit Mode version seems to be working fine. I modified the code to carry out the boolean in Edit Mode. It should work now.
import bpy

# clear any objects
bpy.ops.object.select_all(action='DESELECT')
for obj in bpy.data.objects:
    obj.select_set(True)
    bpy.ops.object.delete()

# add a cube
bpy.ops.mesh.primitive_cube_add()

# deselect cube vertices for the boolean operation performed later
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.editmode_toggle()

# add a sphere
bpy.ops.mesh.primitive_uv_sphere_add(location=[1.5, 0, 0])

# select and join objects
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.join()

# subtract the unselected vertices from the selected one
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.intersect_boolean(use_swap=True, use_self=False)
bpy.ops.object.editmode_toggle()

# export boolean result
bpy.ops.object.select_all(action='SELECT')
stl_path = f"/Users/danilo/Desktop/test_Sphere.stl"
print(stl_path)
bpy.ops.export_mesh.stl(
    filepath=stl_path,
    use_selection=True
)


text:
Blender 4.0 Video Sequence Editor audio pitch missing
In Video Sequence Editor, there was no pitch setting. I looked on the internet for help and it told me that it changed from pitch setting from the sound section to the speed factor on the time section but in Blender 4.0, it doesn't show the speed factor setting at all.

The option Speed Factor is no longer existing in 4.0, still under Time though you now find the new option Show Retiming Keys which is disabled by default.
Enabling it you will now show two keys on the sound strip at the beginning and the end:

If you now drag for example the end key to the left, the strip gets shorter and you can see an increasing percentage, which is the factor of the speed with which the sound will be played. In my image it's 180%, meaning the sound will play 1.8 times faster:

Of course you could also move it to the right to slow it down or move the start key to the left or right.
What you can also do now is go to the Strip menu, then Retiming > Add Retiming Key (or hit I) and it will add a key on the frame where the playhead is currently located:

Now there's three keys, start and end key and one in the middle. To the left and right on the strip it says 100%, so everything plays at normal speed.

Now you can drag this key in the middle of the sound strip to the left or right. In my example I drag it to the left: the left side of the strip gets now played at a speed of 220%. The key at the end is not moved, so the right side of the strip plays at 70%, to maintain the overall length of the sound:

If you want the speed after the middle key to stay at 100%, you need to move two keys, the one in the middle and the one at the end so that they keep their offset.
There are other functions in the Retiming menu as well, but I have not explored them yet since I did not do much with sound in 4.0 so far. This was just a quick information where you find the sound's speed manipulation now.
In my eyes this is an improvement to the previous implementation, for one you no longer need to split up the sound strip if you want different speeds on the same strip.
Secondly you can now actually see a change in the length of a strip according to the time it takes to play it. Before, a changed speed factor was not visible and you could not see how long the sound wouldtake to play.

Thanks, nice improvement, a bit bugged though but I guess they will fix that

@moonboots Bugged? In which way, haven't experienced that so far (but as stated in the answer, did not do much audio editing in 4.0 so far).

So far, it seems hard to select a key if I have another adjacent sound strip and deleting a key has made Blender crash...

@moonboots Yeah, selecting them is a bit tricky. Deleting keys I had no problems yet.


text:
Multiple UV of same mesh
I have a seemingly simple issue, but I cant find a search term for Google that yields an answer to my question. I have a shape (in this example, just a grid). I have a square texture and I want to duplicate that mesh on the UV map four times. The reason for this is I want to use tiling in the shader to shift around to the different quadrants of the texture to change the properties of the mesh (color or different text for example). I am not sure how I need to unwrap this mesh (the grid is just an example/placeholder for a more complex object) so it is on the UV four times. Maybe I am not looking in the right place? Maybe I should just unwrap normally and the tiling part of texture work is actually done in substance painter? Trying to search for tiling though just brings of lots of results on doing repeating textures which is not what I am trying to do here.

A UV map is just a flat version of the mesh. It is intended to hold information of how a 2D image maps to a 3D surface. You cannot have duplicates of the same face in multiple sections of the same UV map. However, you can have multiple UV maps for each object. Each UV map can represent a different way of translating how a 2D image would appear on the 3D surface.
Anyway, as far as I know, you just need to create one UV map for Substance Painter, and it will take care of the rest. I don't think what you want is to tile material, you want to layer them.
There is a good free add-on for Blender that will allow you to layer materials called MatLayer. This is the YouTube video that explains how to use it, and you can get it from this GitHub page.


text:
Developer options not showing up in overlay
I have enabled Developer Extras in Blender Preferences > Interface > Display, but it will not show up in my Overlay drop down? I need to enable vertex IDs so I can fix a weight issue, but cant fix it till I fix this bug.

Figured it out. I think I needed to be in edit mode with vertex selection mode enabled and I was looking in the wrong drop down.


text:
how do I snap an extruded face to be level
how do I raise the selected face and make it level with the side next to it, ctrl/shift comes close but its off slightly. I would like to not have any faces on the inside as well.

Try turning on merge vertices mode as well as vertex snap mode. the inside face on the side will have to be manually removed though.

snap to vertex with center turned on worked, vertex with closest enabled also worked but could be recreated it worked once. Thank you.


text:
How can i set a line to be an exact measurement
I want to make a floorplan with exact measurements but cant figure out how to do this
All I want to do is be able to type in say 10 feet and have the selected edge change to 10 feet

https://blender.stackexchange.com/questions/274/how-to-model-effectively-using-exact-measurements

Scenario 01
In Object mode just change Dimension. Than Apply Scale  Ctrl+A to bring scale factor to 1, then you can see edge length in edit mode as dimension. Think about Object as an universal container that can contains any data set. (If you go to Data Properties of selected object you can assign any data set to this object container.) By changing dimension you actually change just a scale factor for this container not data itself.

Scenario 02
In Edit mode you can select edge, press G move X along axis and type number like a math.
Let say if you have side 2 m and you want 1 m, type -+1.

Scenario 03
You can delete all vertices. Click with Ctrl (create vertex), press E Extrude along X axis and type number of specific distance. Than same for edge to extrude second dimension.

i changed the dimension to the ones i wanted but the ruler doesn't see it as that size

What do you mean by ruler, you can attach a screen to your Q via edit. BTW If you change dimension, you actually change scale factor in axis. Switching to edit mode measure looks weird for that. That is why I wrote "Apply Scale" to bring Scale back to 1 so the deformation in applied. You have to think about Object as Container that containes some object data. I will edit my A later to make it clear ...


text:
How do i change the dimension back to 2m on the starting cube
The main cube is 2m so why is this one off

It seems like you have two objects "Cube" and "Cube.001". I assume that the "Cube" has dimensions 2m x 2m x 2m.
The "Cube.001" object consists of two default cubes of size 2m x 2m x 2m but because they are in the same object the object dimensions are calculated from their bounding box as can be seen in attached image. You can separate the cubes in edit mode (select "Cube.001" and press TAB button) by pressing "p" and selecting "By Loose Parts".

If you go to File > Defaults > Load Factory Settings, this should reset everything including your cube. Granted if you have any custom layouts, you'll lose those, but at least your cubes will be 2m³ again :-)
Although, try this first: open a new scene and create some cubes. If they are still messed up then try the above solution. Otherwise, you likely hit some keys which which triggered the bottom left property panel / adjusted your default cube settings, and can be ignored moving forward.


text:
The text isn't showing up in rendering
when i render these 2 text objects in blender they wont show up in rendering, both objects are surface

read through the many possibilities of objects not showing in this link: https://blender.stackexchange.com/questions/67490/why-does-my-object-not-show-up

my project relies on blender render, not cycles

thanks i fixed it

i realized that "restrict rendering" was on for the text models

Does this answer your question? Why does my object not show up? #1 on the list.


text:
How do I adjust the Image texture over my terrain DEM?
I am trying to make a 3d model using DEM and satellite imagery. I want the bounds of the satellite imagery to overlay correctly over the dem but my view is like this

which is incorrect. So I added a mapping node to adjust the scale and position but nothing fits. Both the images overlay well in qgis from where I have preprocessed for blender with same projection.

If both images have the same coordinates that should be quite easy. Use UV as texture coordinates to map the texture onto the surface.  https://blender.stackexchange.com/questions/57943/i-need-to-do-a-very-simple-terrain-with-texture-map

You've been asking the same question many times (https://blender.stackexchange.com/questions/192238/how-do-i-make-cartographic-maps-with-relief-and-color, https://blender.stackexchange.com/questions/205504/how-do-i-make-a-map-like-this, https://blender.stackexchange.com/questions/205703/how-do-i-adjust-the-image-texture-over-my-terrain-dem), but is hard to help if you don't explain clearly what you have done so far, and how the proposed answer is not working for you. Be more forthcoming with information that can help others help you, show images of the current mesh, UV maps, and material nodes


text:
I Installed Addons Wrong and I Can't Fix It
I made the mistake of unzipping all the addons I just bought (I'm new to this) and installed them manually. They didn't show up in the list of addons I can click the checkmark for. I tried deleting the files and putting the zip folders inside the correct blender folder but when I try to install it correctly, it tells me it's already installed. I restarted blender many times and even restarted my computer hoping it would work, but it didn't. I'm at a complete loss as to what to do

It is a bit hard to follow what exactly did you do.
From where did you delete the "files"?
What zips you put into which folder?
I don't have many add-ons except the ones I've created myself (and then installed from Preferences / Add-ons > Install) but AFAIK Blender usually stores the installed add-ons in system user folder.
For example, for Windows 11 the path could be something like this (my computer and for 4.0 Blender):
C:\Users\%USERNAME%\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons
Better check that folder and see if you already have something there.
Edit (based on discussion in comments)
Consider downloading Blender again, remove existing install and reinstall Blender, if you have accidentally copied/unzipped files into you Blender install folder or its subfolders.
Then install the add-ons from add-ons panel.
If you haven't messed up anything in users folder (where Blender stores some editor settings), then the new Blender install will use those user folder settings.

I get this error: Source file is in the add-on search path: 'C:\Program Files\Blender Foundation\Blender 4.0\4.0\scripts\addons'

Did you unzip some files in Blender's install directory?

Yeah? Maybe? This all confuses me tbh

Well you could download Blender again, remove existing install and reinstall Blender. Then install the add-ons from add-ons panel. If you haven't messed up anything in users folder, then the new Blender install will anyway use those user folder settings.

Reinstalling blender, cutting the offending zip files and pasting them into a separate folder in documents, and reinstalling them manually finally worked! Thanks so much for your help!

OK nice to hear! I edited part of this comments section discussion into answer, consider marking my answer as the solution, if that is ok. Or write the exact steps you took as your own answer :)


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Stationary walk with moving terrain
How do I create a stationary walk with moving cropped terrain like in the GIF? I can create the walk, but the cropped environment, I can not figure it out.

Use a tileable image texture and move it with the location values of the Mapping node? As for the mushrooms just make them visible the invisible?

i would recommend using alpha in shader instead of boolean modifier (because boolean is a) often very slow and b) creates bad topology). You could e.g. move the image texture as moonboots proposed and then plugin a mathematical formula like distance to texture position equal 1 to get the round effect

You can use a boolean modifier on the environment (terrain and assets). If the boolean object (a cylinder) is stationary, and the environment moves, you can achieve this effect. You can even assign a separate material (for the sub-terrain layers) to the boolean object and transfer it to the resulting terrain geometry through the boolean modifier.

I think I will go with MR-A suggestion. It is simple and will work for what I need.
I made the below test his way and works fine. Thank you all. https://i.sstatic.net/e787o.gif

Create your character walking on its base, make the floor transparent with the Holdout shader, then in the Compositor you'll mix these images with the images of the road moving:

As for the mushrooms, enable their visibility in the Outliner.


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How to model the inside corner of where two curved walls meet?
I'm pretty new to 3D modeling and Blender and I'm trying to make a modular tileset which includes walls. I'm stumped at exactly how to shape the inside corner where two of my curved walls meet. The current way I've done it obviously causes artifacts and doesn't look quite right. I'm having a hard time wrapping my mind around the geometry in this area so if someone could point me in the right direction it would be greatly appreciated. Even if I have to redo the whole thing.

If everything is modeled with clean topology, no duplicate vertices, no overlaps, flipped faces etc., why should it cause artifacts? I don't really see artifacts, it's flat shading in solid view, the shading does not necessarily look perfect in this mode. And apart from that, what do you want it to look like? Outside the red area you have sharp corners, so why should the red area not be sharp as well? What do you want there?


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Non-Destructive Deformation of a Collection Instance in Blender with Lattice
In my current project, I'm attempting to deform a collection instance in Blender. I believe using a lattice would be the ideal approach for my needs, but I've been unable to make it work effectively.
My efforts have included experimenting with geometry nodes, but so far, these attempts haven't been successful.
The primary goal is to find a method that allows for the deformation of the collection instance while keeping the option open to edit the original objects in the collection as needed keeping the deformation on the instance.

I don't think you want an instance-- an instance is only one copy of mesh data, so all instances' vertices have the same position.  You could use GN to make a realized instance, which you can then lattice; but, you could also just put the lattice on the original collection-- as a modifier, the lattice is non-destructive, and it's relatively easy to just reset the lattice to no-deform (like, pin a Basis shapekey.)

Here is my solution for that
This consists of 2 modifiers and 2 geometry nodes:

First modifier uses geometry nodes to get collection, and realize instances to convert to mesh, as Nathan already mentioned. Lattices are not supported in Geometry Nodes, so there is a separate modifier for that.
If you want to edit source meshes, you can just unhide collection and edit them.
You can also look at quite relative topic of mesh deformation: Mesh Deform using Geometry Nodes?

Thank you for the answer, but it's not exactly what I'm looking for. In my project, I'm working on two different scenes. In one, I create building assets, and in the other, I assemble them into a city. Every building is made of multiple objects. In the city scene, I have an instance of the building collection, and this building collection is what I want to deform. The best-case scenario for me is to have a lattice that can deform the building but keep the option to later modify the parent without losing the lattice deformation.

So sorry, I'm an I-D-I-O-T and this does work.


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Transfer UV map is not working, Pasted UV is broken

I cloned the uv map. On the surface, it seemed successful. The islands matched perfectly in shape. However, in reality, each vertex is arranged arbitrarily without any rules. Look at this broken texture.. I don't know why. I tried Mesh Sort Element, etc., but they all failed.
I can't figure out the cause at all.

I cloned the uv map. On the surface, it seemed successful. The islands matched perfectly in shape.  However, in reality, each vertex is arranged arbitrarily without any rules.

I would expect the cause of this to be a different vertex ordering between the source and destination meshes used for the transfer.
In order to transfer UV, Blender needs a correspondence; it uses vertex order.  The first corner gets the UV of the first corner, the second of the second, and so on, until it's done.
Many import and export functions can re-order UV.  Some of these have options to control UV re-ordering.  Inconsistent ordering of UV will create meshes that look that same but aren't really the same-- they don't have that correspondence that allows a UV transfer to work.  A few Blender operations (not many, not frequently used) will also end up re-ordering vertices.
You could instead try a data transfer modifier to copy UV.  Using a data transfer modifier, you can instead create that correspondence a number of ways; I'd first try creating it by nearest corner and best matching face normal.  For meshes identical other than vertex order, this should work well.

I'll give it a try after work.

Thank you for your kind help. But this method doesn't work either.


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Can Blender import Carrara files converted to OBJ or 3DS?
Long term hobbyist-user of Carrara (formerly Ray Dream Designer) on MacOS. The last version I purchased was 8.1.0.151, dating back to about 2011. Recent changes in MacOS have rendered this app unusable except on older machines, so I am trying to find a substitute. (I'm not sure Blender is it.)
It would be nice to bring some older models into Blender without recreating them. Carrara will export to .obj (and .mtl files), but when I import any of the obj files into Blender, there doesn't seem to be anything there except the name of the object. I've tried zooming in and zooming out. I've selected the object and tried scaling.
Speaking of scaling, I selected the default cube and then the scaling tool, and when I did that, colored arrows and a white circle appeared centered on the cube. Moving them changed the size of the cube. When I tried the same thing on the imported object, I saw no scaling arrows and no white circle.
The obj file does (probably) contain valid information: when I open a blank Carrara project and import the .obj file back into Carrara, it appears just like a copy of the original. (To open it in Blender, I have to switch computers, so the potential for corruption is there, I suppose.)
I've seen other posts about not seeing imported objects. Maybe I've misunderstood the advice in those previous posts (I can barely do anything in Blender yet other than open and close files), but the main suggestion I've seen is that the imported object is either too big or too small (which I think I checked for) or that the obj file can't be read. Does anyone know if there's something "bad" about the obj file made by Carrara that renders them unusable by other programs?

Hi :). Obj imports are sometimes considerably out of scale. Select the imported object in Outliner, and check how big it is ;)

And check the location as well, maybe it's not located in the center of Blender's coordinate system.

Just for clarification: if the object resp. its origin is outside the viewport, then you won't see the tool arrows because they are outside the viewport as well. And if no object is selected, you won't see them either. But do you have an object there? Is it listed in the Outliner window? If so, click on it there and then in the 3D Viewport hit Alt+G to reset the location.

Sorry, I'm so new to Blender that I don't know how to check on how big it is. I can find the object listed in the Outliner (I think) [the other items listed there are the camera and light, right?], but I don't know how to go from selecting it there to finding the size.

The origin is 0, 0, 0. I see a symbol indicating the object's center, nothing else.

Just FYI, I downloaded a copy of Cheetah3d and tried importing the same obj file and it worked with no problem. So, there seems to be nothing inherently wrong with the file being imported.

No, Blender cannot import Carrara files converted to OBJ.
This is the response I got from someone else on the bug report site:  "Your .obj file uses carriage return, \r, as the newline delimiter instead of the usual \n or \r\n. The Python importer opens files in binary mode and Python says "the line terminator is always b'\n' for binary files". It therefore interprets your entire file as a single very long comment line."
The commenter added that "...you can fix the line endings in practically any text editor to get it to import." Except that I don't know how to do that. So, bottom line, no .obj file made by Carrara can be imported into Blender. Blender simply won't see the data.

Update: I found an app called CotEditor that would open the test .obj file (BBEdit would not, FYI). At the bottom was a small box that said "CR." The other options were "LF" and "CRLF." When I changed it to "LF," the file was automatically revised. After closing CotEditor, I tried importing the .obj file into Blender, and it worked!


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Import .obj file results in nothing but the name being imported
I asked this question already and got zero useful responses. Trying again. (Note: I'm new to Blender. Before I commit a lot of time to trying to learn how to use it, I'd like to be reassured that it can be a suitable replacement for my previous modeler. It won't be that much use to me if it can't carry out this import operation. It seems like it should be easy -- but I can't get it to work!)
Personally, I think it's a bug in Blender. However, I was just at the bug report page and it seems that they assume any newbie who can't carry out this operation is just too dumb to know how to do it correctly and refer them back to this page. So here I am. (They might be right. Nevertheless I have reason to believe that Blender is NOT importing the data, which makes it a bug in my book.)
For example, I can import the same 3 .obj files into Cheetah3d and the objects appear as expected. To me that means there's nothing inherently wrong with the obj files I'm trying to import. So why doesn't it seem to work in Blender?
There was a suggestion that the imported objects may not appear because they are either too small or too large, or because they were located off center. The first two .obj files certainly contained objects that might have been too large (they still didn't appear even when I zoomed out or in). So I created a third object scaled at a only few feet in the originating modeler, assuming that would make scaling issues less of a problem. That one does not appear in Blender either, but works just fine in Cheetah3d. So all three of the files open fine in Cheetah3d but when I try to open them in Blender they don't appear.
I was also told I should check on the "dimensions" of the object I imported, but I'm such a newbie I can't find where Blender provides that information. I've seen a tutorial that indicates that it should be in the same spot as the "location," "rotation," and "scale" information, but it is not. Not on my system. It's been moved, apparently. Where, I can't figure out.
Another thing: the first two .obj files contain multiple objects. When I import either of the files into Cheetah3d, I see a list of the names of the component objects. In Blender, the only thing I see is the name of the .obj file. That also suggests (to me at least) that the data in the file is NOT being imported. It's not a problem of scale or dimensions. Blender isn't reading the data. Isn't that a bug?
When I say nothing gets imported, I mean I see nothing in the 3d view or the top, front, and right views. In the Outliner, I see the name of the imported object next to a sort of orange upside down triangle. If I click the arrow symbol, a greenish-blue triangle appears underneath bearing the same name. If I open one of the files containing multiple objects in Cheetah3d, I see a list of the parts in the Objects window. In Blender, all I see in the Outliner are the two upside down triangles bearing the same name. Under Properties, it gives the origin as 0, 0, 0.
Is this really not a bug? I am still very new to Blender. If I am doing something wrong, I wish someone would tell me. Or is this a bug in Blender?
MacOS Montery (12.1) / iMac (Retina 5K, 27-inch, 2019) / 3.6 GHz 8-Core Intel Core i9
Blender 2.93.6

With the object selected. Go to View>Frame Selected or [Numpad .] . This will move the viewport camera to the object, in case it's scale or location is off elsewhere.

Thanks, but no. I tried that already. Nothing happened.

Let me amend my response. I moved the default cube to one side before importing the obj file. After selecting the default cube in the Outliner, I pressed Numpad-period and the view shifted to and closed in on the default cube. After I selected the imported object in the Outliner, Numpad-period shifted back to the orange dot at the origin (x=0, y=0, z=0). There's no object there.

Sorry. Re-reading your post, I see you already mentioned that. In that case, can you upload the .obj files in question? Post the link in here in the comments.

I saw that you posted this also on developer.blender and that you already got partially answered by changing the newline delimiter to LF. I just wanted to tell if anyone else is still having trouble with the new C++  based OBJ importer, is to make sure the vertices, vertex normals and texture coordinates use a point as the decimal delimiter. I found this while writing a converter to OBJ and I couldn't figure out why the new C++ OBJ importer didn't work but the legacy did, so I just wanted to share my finding here.

Correct! Blender cannot import certain .obj files.
That apparently includes the ones created by my former modeling program.
This is the response I got from someone else on the bug report site:  "Your .obj file uses carriage return, \r, as the newline delimiter instead of the usual \n or \r\n. The Python importer opens files in binary mode and Python says "the line terminator is always b'\n' for binary files". It therefore interprets your entire file as a single very long comment line."
The commenter added that "...you can fix the line endings in practically any text editor to get it to import."
Which sounds like it could be a solution to my problem, except that I don't know how to do what the commenter suggested.
So, bottom line, no .obj file made by old modeler (without further modification, at least) can be imported into Blender. Blender simply doesn't see the data (basically what I was seeing). So that probably means Blender is inadequate as a replacement for my ancient modeling program, and I need to look elsewhere.


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How to turn on indictor of center of rotation
Sorry, I don't know what this thing is called or how to turn it on.
Here's what I know: I use Blender on a Mac Studio and also on a MacBook Pro. On the Mac Studio, in the center of the 3D viewport is a tiny bluish dot. If I place the origin of an object on the blue dot (usually I view down first and adjust, then switch to a side view and adjust that; rarely I also need to do a third adjustment), then the viewport image rotates around the origin of the object. Having the blue dot is very useful for letting me place the object within the view window so I can rotate the object without it changing position.
However, on my MacBook Pro, there is no bluish dot.
I assume that some time I was fooling around in the Blender preferences on my Mac Studio and I turned the blue dot on and it's been on ever since. If I knew where that preference was, I'd turn it on on my MacBook Pro. But I've gone into the preferences on several occassions now, and I just can't find it. Maybe I'm looking in the wrong place.
Does anybody know what this thing is called and how to turn it on or off?


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List available View Transforms and Display Devices with Python
I can't figure out how to get a list of all available view transforms and display devices with Python.
For color spaces I am using this code and it works as expected:
enums = bpy.context.scene.render.image_settings.linear_colorspace_settings.bl_rna.properties['name'].enum_items
for enum in enums:
    print(enum.identifier)

But these both attempts for view transforms and display devices are returning only one entry with 'None':
bpy.context.scene.render.image_settings.view_settings.bl_rna.properties['view_transform'].enum_items

bpy.context.scene.render.image_settings.display_settings.bl_rna.properties['display_device'].enum_items

When I try to purposely set a wrong view_transform or display_device, I get error messages with the desired list of all available enum_items:

TypeError: bpy_struct: item.attr = val: enum "xy" not found in ('Standard', 'Filmic', 'Filmic Log', 'Raw', 'False Color')

TypeError: bpy_struct: item.attr = val: enum "xy" not found in ('sRGB', 'XYZ', 'None')

If the error message returns me that list, it means Blender can read them somehow, doesn't it? But how can I get access to it in a clean way? Parsing it from an error message doesn't seem right to me.
Or is there maybe another way to get all view transforms and display devices from an ocio config file inside Blender with Python?

AFAIK it's not possible to retrieve it that way, the last solution I witnessed to this problem was to purposely provide a wrong enum argument, capture the error message string, slice out the start and process the parts between the parentheses. You can also try enum_items_static instead of enum_items

Thanks for the quick answer @Gorgious. I was hoping that there is a less dirty way to do it. Already tried enum_items_static but it has the same result.

Yeah it's horribly dirty :p but it seems to work... until something somewhere changes and it doesn't work anymore

I still couldn't find out how Blender is doing it. There is this official python module PyOpenColorIO but it's not included in Blender as far as I can see.
For now this is my solution and it might be also helpful for someone else:
def get_ocio_settings():
    displays = []
    views = []
    # check user defined ocio path
    ocio_path = os.environ.get('OCIO')
    # get blender default ocio path
    if not ocio_path or not os.path.isfile(ocio_path):
        bl_dir = os.path.dirname(bpy.app.binary_path)
        bl_version = bpy.app.version
        ocio_dir = os.path.join(bl_dir, '{}.{}'.format(bl_version[0], bl_version[1]), 'datafiles', 'colormanagement')
        ocio_path = os.path.join(ocio_dir, 'config.ocio')
    # parse ocio file for active displays and active views
    if os.path.isfile(ocio_path):
        with open(ocio_path) as f:
            for line in f.readlines():
                if 'active_displays: ' in line:
                    string = line.strip('active_displays: ').strip()
                    displays = ''.join(filter(lambda x: x not in '[]', string)).split(', ')
                elif 'active_views: ' in line:
                    string = line.strip('active_views: ').strip()
                    views = ''.join(filter(lambda x: x not in '[]', string)).split(', ')
    return displays, views

The script is looking for the ocio config file and parses it for the lines starting with "active displays" or "active views". If it can find them, it strips everything redundant and returns all the active displays and views as a list.


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When opening blender, the left side of the screen is slightly cut off
Every time I've attempted to open a new blend file, the left side of the screen is slightly cut off. I've tried toggling full screen and resizing the window.
It looks something like this. Oddly enough, the window appears in full with pre-made blend files.

I had exactly the same problem ! I simply uninstalled the software then I reinstalled and the bug was gone :)

Mouse over the header bar that looks cut off and scroll with your mouse wheel. It just has more tabs than fit on the screen.


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For which areas of CAD and 2D/3D modeling and design is Blender a good choice?
Blender is known for being a good product creating things like animations for videos. Is Blender also a good choice for other areas like:

3D models for games
3D models for 3D printing
3D models for technical CAD like designing parts and plugging them together
mechanical respective kinetic simulation of moving parts
technical plans of buildings (in 2D and / or 3D)
2D works in general like vector graphics

Did I miss a notable related area?
So this is a question asked to decide where to start diving into the CAD world. It would be nice if Blender could be used for all the above mentioned areas so that a newcomer does have to learn one tool only instead of several for different areas. The question may be naive because different areas need different tools, but all the areas have things in common, which I would say is working with vectors and therefore will have at least some tools in common.
Which of areas can be satisfied by Blender out of the box? Which can be satisfied by Blender with the use of plugins or extensions? For which should a newcomer better choose other tools? Proposals welcome. FLOSS preferred.

I would assert that blender can do all of the above, however you might find it easier to do 2D vector graphics in something like inkscape.

Blender is developed as a 3D creation suite for movies, and it can also make games content creation because the two are vaguely the same. But for the rest, it's not the best. CAD softwares and 2D graphics softwares are all different industries that each have different needs and almost developed each their own tools and technologies through time. While you can technically use Blender for typically CAD projects, it really isn't the tool made for that, you will hit limits, you will miss tools that are simple and thought for the task.

Think of it like using an 2D animator's drawing table to do an architect's job (or the other way around). Technically you can, because at the end of the day you can do "things" with just a pencil and a piece of paper. But the animators table have tools useless for architects, and miss all the rulers and GD&T tools and whatever an architect will need.


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Problems with mirror+subdivision modifier
I'm new to Blender and am trying to do the chair tutorial from Blender Guru. I created a plane, added the mirror modifier and resized it to half. Up to this point everything worked fine. Then I added the subdivision surface modifier and it created 2 circles. I tried to apply scale and rearange the modifiers but nothing worked.

The 'Merge' in your Mirror modifier isn't catching. With the 3D Cursor at 0 (Shift-C), and the transform pivot-point set to it, select the vertices supposed to be on the mirror-axis, and SX0 scale them to the YZ plane. See if that helps.

Or just move the vertices towards the mirror axis, since Clipping is enabled they shouldn't go beyond the axis.

Also you'll need to remove the face that is in the axis of the mirror

thank you for the answers. I tried the suggestions but in the end I increased the merge factor and that solved the problem.


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Do you still use Visual Transform to keep an object (which has fallen) in its final place?
If I have 2 cloth items which fall onto multiple surfaces set to collide, how can I keep them in the final 'resting' position? Visual Transform does not work for me. Is there a new or different way to do this?
thanks

You do not use visual transform for cloth modifiers.  Visual transform writes the transform of the object.  Cloth physics is a deformation rather than a transformation: it has no effect on the object's location, rotation, or scale.  You can write that deformation into the mesh by applying modifiers, possibly as shapekeys.

Ok thanks, i'll give it a try.


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Strange glitching when using keyframes/ noise to move the camera
https://youtu.be/mTBQbwhs60Y-video of glitching
the camera and the car are both on follow path constraints, the camera has noise modifiers on it to add some rotation to the camera to give some camera shake this all works fine however when I try to add some forwards and backwards motion to move the camera closer and further from the car either via keyframes or a noise modifier it makes the car glitch out (as seen in the video) it happens even if the backwards and forwards motion is applied to the camera, not the car but it also glitches the same if I apply it to the car, if anyone has any ideas on how I could work around this it would be greatly appreciated!

Suggestion. Please place an image in your question. The image can be independent of the link.

maybe increase the resolution of the curve?

@atomicbezierslinger i didn't include an image since I'm not sure how that would help as the glitching can only be seen when played as a video hence why I linked the video in the comment

@moonboots thanks for the response, the curve resolution for the video was set at 256 but just upped it to the max and it's still happening, unfortunately, thanks for the idea though!

You can show the graph of the noise and place the cursor at the point which you call a [glitch].  You can write .... I see [glitch] at frame NNN. Any graph can contain data which can be interpreted by  [you] as a visual glitch.  Please show graph of noise and your curve modifiers for inspection.  Keyframes with a large difference between starting key and ending key with a cycles modifier can certainly produce discontinuity. Regarding your lack of image so far in the question ... it might do you some good to get different viewpoints from different data.

maybe share your file (remove the setup and replace the car by a simple cube): https://blend-exchange.com/


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Is there any way to assign a shortcut to multiple commands that you need to repeat again and again? a script may be?
I am working on some objects, all of them needs same commands/functions.
Can anyone help me with something that can execute those commands step by step with one shortcut.

There are also add-ons which can record and playback what you do in Blender. Maybe you wanna search for „blender macro add-on“

Yes, there is a way. You can use Blender's Python API that lets you use Python to program what happens in Blender. Explore the links - they can be extremely useful.
You can find a lot of exaples in the Text Editor's Templates menu:

You can also just see commands being executed as you use Blender's UI in the Info panel:

So the most primitive way would be to copy and paste those commands into a new text block starting with import bpy in the Text Editor and hit run to run some sequence of those commands, but you might want to learn more about coding for more flexibility.

If you ask more specific questions detailing specifically what you need, there are plenty of people here who will help with Python. The trick is to form your questions in a specific and clear manner.


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Animate an emission object appearing and disappearing
I am trying to make a stationary emission object (placed in between two other objects) appear and disappear to create the illusion of a flare that comes on and shuts off quickly. The emission object is 2D text and a copy of 3D text on top. The emission object has two nodes: emission and transparency connected to a mix shader. When I manipulate the 'factor' in the mix shader, the emission object appears and disappears like it is supposed to. However, when I hover the cursor over the factor entry box and press 'I' to create a keyframe it does not turn yellow to indicate it has taken and no keyframe is created. I get the same result when I hover and press 'I' in the materials tab in the properties area on the right. What am I missing?! (By way of disclosure, I'm a relative newbie to Blender and animation in general.)

Am I correct in assuming that you are trying to make an emissive object disappear from the scene? If so, I will be happy to assist you with that!

What happens when you right click the property and choose Insert Keyframe option?

Thx YusaMac205. It's like a bulb that turns on only for a few seconds toward the end of the scene, lights up the objects around it, and turns off. The emission object is not visible in any case, because it's hidden behind another 3D text object. It's only purpose is to flare up for a few seconds, create a glare behind the 3D text object, and then fade out. I hope I'm explaining this properly.

Maybe this one may help? https://blender.stackexchange.com/questions/81751/how-to-make-flickering-light

You can key the visibility of the object by hovering in the outliner over the render restrict symbol (camera symbol) next to your object and pressing I to add a keyframe. Then create a invisible key on the first frame, a visible key on the second key and again a visible on the third. That should give you the flash effect you want when you render it, but it will only show in viewport if you also key the viewport visibility (but I am currently not sure if that's also possible...)

the same as https://blender.stackexchange.com/a/42596/33875

I think the guide to setting node keyframes will answer your question
Step 1.
Right click on the specified value in the node editor.

Step 2.
Click Insert keyframe

Yup, this will work: have a Mix shader mixing between the Emission (visible) and Transparent (invisible) shaders, and animate its mix factor between 1 (fully visible) and 0 (fully invisible). Don’t forget to increase the number of transparent bounces in the Cycles render settings, else the object may not be fully invisible!

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


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How to render certain edges
I been looking for this everywhere online and still found no answer. I'm trying to find a way to use freestyle but it slows my render down. How can I use freestyle for certain edges while not rendering the rest of the mesh at all. Like seams almost I just don't even want the render to even see the rest of the mesh. All I want is the outline of certain edges to render quickly. I also have most settings in render tab set low.
Right now I have a cube with outline rendering at 0.15  to  0.20
My question is if there's a way to mark edges to get rendered while the rest of the mesh doesn't even get seen, I think that will speed up the render exponentially.

Could you post a screenshot of it?

You may use the Edge Mark option of the Freestyle to define what edges would be rendered.

Enable Freestyle renderer in Render header-->Freestyle panel. Set the line thickness as you like.

Select the edges you want the Freestyle to render, then press Ctrl+E-->Mark Freestyle Edge to make them renderable.

In Render Layers header-->Freestyle Line Set panel check the Edge Mark checkbox. Uncheck the Silhouette, Border and Crease checkboxes to make the contour of the object renderless.

Here's the render result:

You can go further and render only selected edges. With the vertices/edges selected in Edit Mode duplicate them with Shift+D and make them a separate object (P-->Selection). Move the original object to another layer and hit render.

Here's the result:

Not sure if it is what you're looking for. Let me know if I helped you.
UPDATE: If you want to render only the edges give the object a Transparent shader in Cycles. The Freestyle settings should stay the same as in the examples above.

Thanks that helps with the edges a lot :D but it still renders the rest of the mesh. I know I can go into passes and uncheck combined and Z but it still looks for the mesh. How can it care about just the marked edges and not focus at all on the rest of the mesh?

I've updated my answer. Hope this is the solution you're looking for.

As an addition to render only edges of the object drawn with Freestyle you can disable rendering surfaces by unchecking Use Surfaces under Render Layers tab. This will bypass rendering materials and significantly speed up rendering of the scene.

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


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Is rigging a hip too complicated?
I been searching for a way to properly rig a hip with a leg and with that journey i went to try to find tutorials for topology and rigging but sadly they didnt help.
My problem is that i want to have a rig that can lift their leg completely up, i found out its called the fetal position as a example, but every tutorial i found could only lift almost halfway before the mesh starts to improperly deform around the hip.
Is there a way to do this?
I been thinking of trying out bendy bones or disconnecting the leg and useing a sphere inside to give appearance of it being connected.

I wish i could phrase outthis question better but im not a verbal person im more visual. So if anyone wants to rearrange this question, please feel free.

Put stretchable bones where the muscles are and make these deform the mesh. You need a rotation of the leg to results in some linear stretching in other parts of the model. The regular bones then do not effect the mesh in such setup. Combine this with corrective shape keys to get the best results. Setting up these corrective shapes for every possible leg movement without those muscle bones is too much work. You also have the added option to drive the shapes from those muscle bones. You can even add jiggle to them.

@JaroslavJerrynoNovotny i never heard of strechable bones before but how do i put them where the muscles are?


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Find location of an object with respect to a moved origin
I have an (simple) object for which I moved the origin outside of the object to be able to rotate around it. Is there a way to read this given offset with python?
When using bpy.data.objects['Cube'].location , only the location of the origin is given. So basicly I need the locations of the vertexes wrt the origin. Help is much appreciated.

The origin is some arbitrary point designated as (0, 0, 0) in local coordinates.  All vert coords are wrt origin.   Because it is arbitrary there is no saved previous location if adjusted. However the default origin of most meshes is also the centre of geometry. (mean of bounding box coordinates).    Coords of COG is the vector describing its offset from origin. An empty parent  is another way to consider adding pivot point.

https://blender.stackexchange.com/questions/62040/get-center-of-geometry-of-an-object

Thank you for your answer. The other thread was quite helpful.