text:
Rotation of character affects eye movement wierdly
When I rotate my character the eyes rotates in a wierd angle. I have followed this tutorial: https://www.youtube.com/watch?v=1MfxTdq0V2I&list=LLHLJ8TJSfN5oli9iZK6e99Q&index=19&t=253s I'm new so I really don't know what how to explain it... Think it has something to do with local/world space in the copy rotation constraint. Would be happy if anyone could help!

make sure you put the Armature above the Lattice in the modifier stack. If it doesn't fix the problem, please share your file: https://blend-exchange.giantcowfilms.com/

I am a little new to Blender, but I think I have an idea for something you could try. Perhaps switching the local space on the copy rotation modifier to local with parent will help work`things out. Just set both fields to local with parent. If you don't set them both to that mode will look glitchy and move out of place. I sure hope that helps!


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problem with exporting 3d models as fbx

i tried exporting in fbx format, but facing problem. please help me out

Not sure if that is your case but sometimes when there is not a proper flow of the loops in the modeling or when is not properly triangulated or quadrangulated that could happens.

source: Stack Exchange

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

sort: votes


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Rigify error "NoneType" "Bones" when trying to Generate Rig
I am trying to rig a character using Rigify but I run into this error when I hit "generate rig".
The error says "Generation has thrown an exception: 'NoneType' object has no attribute 'bones'.
I have modified the rig in edit mode, however I have done so before with rigify and never ran into this problem.

Here is a link to the file: https://drive.google.com/file/d/1dG_hfjoPC-0QzFdUP0qCrWlxB2T1Le3F/view?usp=sharing
Thank you in advance!

Your file 1.5GB :) I'll take a look but you could delete the character and upload it again. We only need the meta rig to check the problem.

The problem is that for one reason or another the "Rig Type" is missing from your spine. Sometimes that happens due to a bug in Blender itself.
The fix is easy. In your MetaRig select the bone I have highlighted in the image. Make sure you're in Pose Mode! Go to Bone tab and under Rigify Type choose spines.basic_spine
Make sure your generated rig is visible and press Generate Rig. That should fix the non type error.

If you're interested, the error itself comes from the head/neck, because it has the "connect chain" option ON. This requires it to be snapped to another chain of bones. But since the Rig Type was missing, Rigify just ignores the Spine bone chain. And that produces the error.

oh my god thank you so much! this has been bothering me for DAYS!

Nice, glad it was resolved!

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


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blender model posing randomly
currently, im workin on an animation, and for some reason whenever i try to do a pose, the limbs that i posed will snap to a random spot. I have tried applying the rest pose as the default pose, but alas, it still snaps to a random spot in the scene, like in the pic shown below. I was wondering if you all could help me out as to what could be making this type of bug?

Do you mean that the controller bones snap? maybe share your file? https://blend-exchange.com/

heres the google drive link to my file. you can try to move the hands of the character on the right to understand what i really mean. I have tried a lot of different solutions but to no avail
https://drive.google.com/drive/folders/1vr_gnvS_aXnYaE3ZlHlbIcAUaCCAbJLr?usp=share_link


text:
Is there an easy way to make transitions between objects?
Is there an easy and free way to merge objects with an addon or a modifier to create a transition like in the pictures?  Or do I have to create this completely myself?
Thanks!

Do you know of the "Bridge Edge Loops" operator?

I didnt. Thank you!

Hi, J-the-D, welcome.  Bridge  Edge Loops  is a very powerful tool, it's worth exploring all its features. I think it's fair to close this question as a duplicate, at the moment.. nothing personal. If you get stuck with it on particular transition, go ahead and ask about that.


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Cutting off excess plane

I have this shape that is made from 4 bezier curves and then exstruded. How can I cut of the excess plane so im left with just the shape?

Close the shape and use the Boolean modifier?

knife project may be more simple

https://blender.stackexchange.com/questions/63719/cut-out-surplus-material https://blender.stackexchange.com/questions/50538/how-to-cut-an-object-along-a-curve

In this particular case, an X Screw modifier with 4 segments (on a single, unextruded curve) will do the trick.

If you want to do it manually without the Boolean modifier and the existing mesh you already have, you can use the following method - probably not as elegant as Markus' solution, but I think the Split Edges & Faces option deserves more attention in modeling:

In Edit Mode, enable Auto Merge with the option Split Edges & Faces.

Now select all vertices by pressing A, then G 0 to move the vertices by 0 m, left-click or Return to confirm. Afterwards the faces are split along the intersections.

If you then select the outer edges on one side and press G twice, you can edge slide them towards the faces until they meet the inner vertices. Left-click or Return to confirm the slide, with the Auto Merge option still enabled they are now merged together.

Repeat this for the other sides and then you have the desired shape.

In your case extrusions are axis-aligned, and the beziers are rotated 2D curves, so you can take advantage of 3D beziers interpolating each axis independently, and just copying one axis to the other - remember to make the handles "FREE" otherwise moving one handle will move another and you won't be able to repeat the step on the opposite handle…

Now you can apply a "Screw" modifier with a resolution of 4:


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Lineart appears in front of other Grease Pencil objects. Any way to fix this?
I'm trying to add a realtime outline to the 3d objects in my scene. The solidify modifier approach is kinda clunky, so I want to avoid it if possible. Next, I tried the grease pencil line art method, however, the added stroke appears in front of any other grease pencil objects (such as the dinosaurs in the screenshot below). Is there any way to fix that, or otherwise add stroke to objects?
P.S: I've also tried the freestyle method, same result as lineart

Ok, so I was able to fix the issue by unchecking the "In front" checkbox in the lineart object's viewport display settings and increasing the "Depth Offset" property in the Line Art modifier. Works like a charm!


text:
Symmetrizing an armature not working
I'm trying to rig a model for animating but I can't finish the Armature as it refuses to Symmetrize. I've applied rotation, scale and location, also tried putting the mesh on a different axis, but nothing worked.
I'm also following a tutorial. I don't know what I'm doing wrong for it to not work
https://www.youtube.com/watch?v=9ANa_V1mc9E&t=2s&ab_channel=RyanGames

and also, here's the .blend file

That's a very quick and dirty tutorial I would suggest finding something that's a little more thorough, as the video makes no mention of naming the bones or what direction the armature should be facing, your armature was facing the side and bones were unnamed.

Orientate the character to facing the front view so it symmetrizes along the X axis and named the bones appropriately with a "L" for left or "R" for right depending on which side your starting with.
Select the bones you want to symmetrize and Blender will duplicate and rename those bones for the other half of the armature.

Hey for some reason it refuses to symmetrize properly. Every time I press Symmetrize, it creates a copy on top of the already existing armatures, not on the side I want it on. I did give them proper names as well, and I also put the mesh with its armature on the X axis too

@prox-ee The symmetry will happen on the X axis, make sure that your armature is correctly oriented and also apply the rotation (Ctrl A)

I can't believe I forgot about applying rotation. Sorry about that. Also it worked! Thanks!


text:
The same boolean cuts right, cut half way and doesn't cut, at the same time
I am doing an hospital with windows. 2 Objects with multiple meshes inside. The windows are the boolean.
I created first the hospital, it has 5 different buildings that all touching one another. Then made the windows, each one from the ones already existing (shift+D) within the object in Edit Mode. And made the boolean. All good. But then I changed a bit the topology of the hospital object, and random meshes of the window object started working wrong.
I solved the problem once, by going into the window object and replacing the not-working windows with working windows. No big deal.
I changed again the hospital object and... boom, again random windows stopped working. Looked for double vertices, weird faces, face orientation... I don't know why they shift.
Can somebody tell me what I am doing wrong ? Thanks
I am adding an image.

Try fast solver instead of exact

pls provide blend file if Allen's comment doesn't help


text:
Merging Faces, How?
i'm fairly new to Blender and i ran into something i couldn't solve for thr last 30 min or so, googling my problem did not really help, how would i merge the selected faces into one ?
Anyone have an idea, would be much appreciated.

Select the edges that are connecting (separating) the faces, then right click > dissolve edges

Jesus Christ, such a simple solution,Thank You Sir.

Hello :). You can also press F with the faces selected. However, it's often desirable to keep quad topology.


text:
Deleting Faces "inside" a mesh

I have a question, how do i delete the selected face ?
"Delete faces" doesn't help as the face is still there as soon as i go into object mode - i considered using the knife tool but that seems a bit too "clumsy" for me - as i want some kind of curve to be preserved.
i would appreciate any help, thank you
Cheers

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

Looks like the geometry of the two N-gons surrounding the face is making the N-gons bridge between the newly opened spaces. Try to select the two other faces and use 'poke faces' (under the faces tab in the top of the viewport). This will try to divide the n-gons up into tri's and quads.


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Curve Bevel very inconsistent
I've ran into a little problem while trying to create a sort of railing - i've created a plane, subdivided it and then deleted only the faces which left me with this.

Next Step was to convert this into a curve to then bevel it and have a railing - but there lies my problem. The Bevel is very inconsistent and all over the place.

Scale is 1,1,1, all transforms are applied and switching to 2D doesn't help - so after gooogling for a while i'm all out of ideas.
Any help would be much appreciated.
Thank you

a curve vertex can only be connected to 2 other vertices, not 3 or 4, therefore the problem with your topology

Thank you, but then i wonder how this guy does it ?    https://www.youtube.com/watch?v=lmACxKsDtlk   at around 12:50 you can see it ?

see few seconds before, at 12:20, the edges are not connected

Oh, i see, thank you for pointing that out, i must have missed that. Thank you

You could try a different approach, and use a skin modifier on a mesh object for something like this.

In edit mode mark a vertex as root, select a vertex and choose Mark Root in the modifier. Also add a subdivision surface modifier to smooth the result.

You will likely need to scale the skin down some initially, in edit mode do this by selecting all and using ⌃ Ctrl + A to resize.

I will give that a try, thank you very much for showing me this approach.


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Edit mesh icon not clickable
i have used Blender 2.8 for quite a while now, and i got used to clicking the little green icon next to an object to switch into edit mode - now that i have downloaded Blender 3.0 it doesn't seem to work anymore - i'm sure i'm missing a simple thing here, but i can't figure it out.
Clicking this icon now doesn't seem to do anything, certainly it doesn't switch me into edit mode.
I know i can just press TAb, but i'm quite used to "my way" and it bothers me.
Would someone please enlighten me ?
Thank you very much for taking the time to read this and possibly help me.
Cheers

it didn't work in 2.9 either, so they must have dropped this option


text:
Flatten sphere to a cookie shape
I'm sure I'm just missing something very simple, but I can't manage to flatten both halves of a sphere different amounts like a cookie.
I've thought of scaling the vertices on a single axis, but that scales them to the center of the selection, not to the center of the object.
Does anyone know what obvious thing I'm missing?

I think all you need to do is to scale the sphere in the Z axis when in object mode.
Just make sure your transform pivot point is set to median, and transform orientation is set to Global

This will work on a sphere with the 3D cursor at its center.  Change the Transform Pivot Point to 3D cursor:

Select all the vertices on or below the 3D cursor on the Z axis, then Scale to 0 on the Z axis only, S Z 0 :

Select all the vertices above the 3D cursor on the Z axis, then Scale on the Z axis only by however much you need, S Z move your mouse towards the 3D cursor :

Tip:  When you're done change the Transform Pivot Point back to what you usually have it on (the default is Median Point).

Thanks! I honestly never thought of using the transform pivot point. I'll wait for some other answers before accepting yours, though.

Okay, it's been about a week.  If I've answered your question I'd appreciate it if you'd click the checkmark next to my answer.

Sorry about that - I totally forgot.


text:
Render turning black after rendering Blender 3.0
New to blender, former MAYA user.
Even Though I have fallen in love with Blender so far, I am having a very unsettling time when it comes to rendering.
My render looks just normal, and at the very end of the process, when it reaches 100%, it goes dim to almost black (I say almost because there's a glimmer where the most intense part of the light is). I've checked the solutions here but they are for previous Blender versions, and, I tried what those answers said, but it didn't solved my issue. So, hopefully there's a guru outthere who can help me out. I'll add a few images of my settings and issue.
Thank you beforehand!
Edit: I'll just label what the images are:

Mid render screen shot
Finished render
Compositing settings
Render Settings, Film exposure

The problem is caused by the Mix factor in the Glare node in the compositor. From the Glare node documentation:

Mix
Value to control how much of the effect is added on to the image. A value of -1 would give just the original image, 0 gives a 50/50 mix, and 1 gives just the effect.

Currently the Mix value is set to 1. Setting it to 0 will solve the issue.

You've saved me man, thanks alot! This instantly solved the issue.


text:
Create dodecahedron using Extra Objects plugin
I saw this post on how to create a dodecahedron, although I cannot replicate this process in Blender 3.0
The Tool Shelf menu does not have an option to set the Object Source, Here is the menu:

How created the object:

this is how you do it:
after you added regular solid, in the left bottom corner you can open that window, here you can see the "source":

The manual calls the window the "Adjust Last Operation Panel" although people often call it the "Redo" panel.  You can use it to adjust any operator, but only until you do something else.

This can also be done in geometry nodes.


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Accessing Keyframes when adding via low-level method
If there are a lot of keyframes and a script continues to add keyframes, the script will get slower and slower as the animation grows. Supposedly this can be solved using more low-level methods, but it seems to depend on making a new action, and storing a new set of fcurves to a variable in order to access it. If I run such a script, but then want a script to edit that animation at some future time, but that variable does not already exist in the script that is currently running, how on Earth would I ever gain access to those f-Curves?
examples of "obj.animation_data.action.fcurves.find('MyAction')" don't get me anywhere. For context, this started out when I found this example below:
import bpy
obj = bpy.context.object
obj.animation_data_create()
obj.animation_data.action = bpy.data.actions.new(name="MyAction")
fcu_z = obj.animation_data.action.fcurves.new(data_path="location", index=2)
#   ??? If later I run another script that did not set up fcu_z in this way, I have no way to access it
fcu_z.keyframe_points.add(2)
fcu_z.keyframe_points[0].co = 10.0, 0.0
fcu_z.keyframe_points[1].co = 20.0, 1.0

You can search for an existing fcurve that affects the Z Location, [fcu for fcu in action.fcurves if fcu.data_path == "location" and fcu.array_index == 2]. Create one if not found.

@scurest It looks like this may work. Thank you very much.


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duplicating an object and keyframing without affecting the original object
So I duplicate an object and start animating the duplicate object. The original object then inherits the same keyframes from the duplicate object. When deleting the keyframes from the original object, the duplicate object also looses it's keyframes.
Any idea what it could be? I tried un-linking the object but that deletes it.
I want the duplicate object to have keyframes but the original object to remain static.

Hello, you have to go to Object > Relations > Make single user > animation to unlink the animation between your objects

No worries I managed to find a solution with trial and error. within relations, picking object and animation. This singles the object and allows you to animate the duplicate object with out affecting the original object. Sorry all ^^


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Rotation Axis trouble
so weird issue, when I rotate the object using the gizmo, the object rotates fine. But when adjust the rotation in the transform panel, the rotation is all wrong. Any clue why this might happen? I've tried to fix it using copy rotation constraint but that didn't work. Please see gif and image for help ^^

https://i.sstatic.net/TgW0d.jpg

The object's axis is probably not aligned with the world's axis any more, you must apply the rotation: CtrlA > Rotation

Thanks so much, can't believe I forgot that. Worked like a charm ^^


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White vertices still present in render of image
I'm new to Blender, but I've managed to set up and render a scene. However, I can't seem to overcome one small quibble: upon rendering, there are white nodes/vertices left despite having a material applied to them, as seen here:

To be honest, I'm not sure if it's some strange reflection occuring, but I'd assume the reason comes from the fact that the models in the render have been imported from models I had made in Inventor (as STL files). The flat plane with image applied has had 'glossy' ray visibility disabled to avert any weird reflection issues. I have applied edge modifiers and surface modifiers to no avail. Lastly, the overall half-cylinder mesh is shaded with two separate materials on the same model. I am using the Cycles renderer.
Any help would be greatly appreciated to understand where this is coming from!

Hello :). This looks like an interesting problem. Could you please share the .Blend file?


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What happened to my video and audio strips?
I was just cutting and moving part of the video i was editing, when i accidently changed the view of the strips, i can't see them but they are still there. I don't know if a pressed a key or clicked something by accident. Can someone explain please?

Could you share a screenshot? Are you sure you're in the right scene and not scrolled away from the clips?

Try Frame All in the View menu:


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Geometry Nodes: Apply Fillet to part of a Curve
Is there a way to apply fillet curves to parts of a curve, perhaps by separating it into parts and recombining after the fillet? In my case I would target corners based on an angle threshold.

Hello madscribbles, first you calculate the curve angle (Thanks to Markus von Broady) then you establish the angle threshold and with a multiply you choose the filet radius:

The blend:

I hope it Helps.


text:
Is there a place to give objects options for shader nodes like you can with the inputs for Geometry Nodes?
Is there a place to give objects options for material nodes like you can with the inputs for Geometry Nodes?
In Shader Nodes some parameters may depend on the object. I may want to give an object a custom property that allows the material to act uniquely to on that object and allow me to set the parameters.
I noticed Object Color can be used this way. Is there a way to make custom values?


text:
Can GeoNodes interact with geometry that has Material Displacement?
I'm glad Displacement works as a shader so I can use shader nodes to control its properties, (as opposed to displacement modifier which can only use one height map,) but don't I lose the ability do use geometry nodes features such as ray-cast or find nearest point? Is it possible there's a work-around where geometry-nodes accesses material properties?

I don't think it is possible. I think displacement is computed at the very end of the pipeline, at rendering, when the geometry has been send to the GPU to be rendered. In the same way you can't sample the rendered material to use to change geometry/shaders with Cycles.


text:
In "Duplicate Objects" what do the "Mirror Editing" and "Proportional Editing" checkboxes do?
In "Duplicate Objects" what do the "Mirror Editing" and "Proportional Editing" checkboxes do?
I'm sorry I couldn't find the answer in any help or searches.


text:
Reflection without refraction
If you use alpha to make an object transparent, specular reflections disappear with it. Glass is a complicated shader with refraction, I only want to make an object transparent where only the specular reflections are visible, and it doesn't bother with calculating anything else, like refraction.

Use this shader for your objects - pay attention to the Blend Mode settings on the right (if using EEVEE):

But that's only half transparent. What does diffuse shader have to do with specular reflections? Why not mix the Glossy shader with transparent instead of diffuse in the first place?..

@madscribbles If this answer solved your Q consider mark this A as accepted https://blender.stackexchange.com/tour to make this site organised. Thank you


text:
Shader Combine Backface Cull and cull shadow
I have an unusually specific case where I want the backside of faces to be invisible to shadows as well as the camera. I got this far in getting it to cull only one side of the shadows, but I don't know if there's a way to combine these two setups to work together.

Need to filter the Backfacing visibility with the Is Camera Ray.


text:
Python: Check if an object is selected
Sorry, I'm extremely surprised I can't find this question anywhere already.
In Python I just want to check a specific object to see if it is currently in the set of objects that are selected.

You can also use bpy.types.Object.select_get :
import bpy

obj = bpy.data.objects["Cube"]
is_obj_selected = obj.select_get()

Print a message when the user selected a specific object
import bpy

specific_object_name = "Cube"
is_select = False

def draw_callback():
    global is_select

    if specific_object_name in bpy.data.objects:
        if is_select is True:
            if bpy.data.objects[specific_object_name] not in bpy.context.selected_objects:
                is_select = False
        else:
            if bpy.data.objects[specific_object_name] in bpy.context.selected_objects:
                is_select = True
                print("You selected a specific object")

# Run this on bpy.app.handlers.version_update if you use it on addon
bpy.types.SpaceView3D.draw_handler_add(draw_callback, (), 'WINDOW', 'POST_VIEW')

Or check it when active object changed
import bpy

# it trigger when user change the active object, but not via script
def msgbus_callback(*args):
    print("Check if your object is selected here")

bpy.msgbus.subscribe_rna(
    key=(bpy.types.LayerObjects, "active"),
    owner="me",
    args=(),
    notify=msgbus_callback,
)

You can use bpy.context.selected_objects. Here is some sample code:
import bpy

if bpy.data.objects["So_and_so_object"] in bpy.context.selected_objects:
    print("Yes, the object wanted is selected")
else:
    print("No, the object is not selected.")

But, of course, you need to replace the code inside the if statement with what you want it to do, and the name inside the data.objects list with what the wanted object's name is
For further guidance visit the official Blender Python API Documentation


text:
Error with Add-ons Installation_Simply Cloth
The Installation for Add-on Simply-Cloth Pro is somehow problematic. It shows the Error: register-Class(...): already registered as a subclass ´SelecVertexGroup´.
Does somebody know how can i solve the problem?
THX!

I assume since there is a pro version, there is also a regular version. Have you uninstalled, removed it from the addon preferences, quit and reloaded blender before installing the pro version ?

not yet! but it maybe very helpful! i try it now!

@Gorgious it does not work.... i have no idea, how could the problem be???

It launches that error in all versions but 2.9 it seems. Working on my 2.93 . I installed it manually extracting the zip and drgging it to the addons folder and worked so far.


text:
How can I call operator methods by changing values in a panel?
Currently I have a script that draws a line strip whose vertices depend on 2 boolean values, controlled from a panel. However, the line is only updated when the operator is invoked.
What I need is for the vertices to be able to change in real time toggling the boolean values from the panel. I know that I will need the operator's create_batch() method to be called whenever the boolean values are toggled, but I don't know how to make that happen.
(Please bear with me if this is obvious, I am still relatively new to scripting in Blender.)
import bpy
import gpu
from gpu_extras.batch import batch_for_shader
import bgl

wm = bpy.types.WindowManager
wm.enabled = bpy.props.BoolProperty( default = False )

class TestProperties( bpy.types.PropertyGroup ):
    test_1: bpy.props.BoolProperty( name = "1")
    test_2: bpy.props.BoolProperty( name = "2")

class TEST_OT_draw_operator( bpy.types.Operator ):
    bl_idname = "object.draw_op"
    bl_label = ""
    bl_options = { 'REGISTER' }

    def __init__( self ):
        self.draw_handle = None
        self.vertices = []

    def invoke( self, context, event ):
        if( context.window_manager.enabled is False ):
            self.create_batch( context )
            args = (self, context)
            self.register_handlers( args, context )
            context.window_manager.enabled = True
            return { "RUNNING_MODAL" }
        else:
            context.window_manager.enabled = False
            return { 'CANCELLED' }

    def register_handlers( self, args, context ):
        self.draw_handle = bpy.types.SpaceView3D.draw_handler_add( self.draw_callback, args, "WINDOW", "POST_VIEW" )
        context.window_manager.modal_handler_add( self )

    def unregister_handlers( self, context ):
        bpy.types.SpaceView3D.draw_handler_remove( self.draw_handle, "WINDOW" )
        self.draw_handle = None

    def modal( self, context, event ):
        if context.area:
            context.area.tag_redraw()
        if not context.window_manager.enabled:
            return self.finish( context )
        return { "PASS_THROUGH" }

    def finish( self, context ):
        self.unregister_handlers( context )
        return { "FINISHED" }

    def create_batch( self, context ):
        self.vertices = []

        if context.scene.test_properties.test_1:
            self.vertices.extend( [(0, 3, 3), (0, 4, 4), (0, 6, 2), (0, 3, 3)] )
        if context.scene.test_properties.test_2:
            self.vertices.extend( [(2, 3, 3), (0, 4, 4), (0, 6, 2), (2, 3, 3)] )

        self.shader = gpu.shader.from_builtin( '3D_UNIFORM_COLOR' )
        self.batch = batch_for_shader( self.shader, 'LINE_STRIP', { "pos": self.vertices } )

    def draw_callback( self, op, context):
        bgl.glLineWidth( 5 )
        self.shader.bind()
        self.shader.uniform_float( "color", (1, 0, 0, 1) )
        self.batch.draw( self.shader )

class TEST_PT_panel( bpy.types.Panel ):
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_label = "Test"
    bl_context = "objectmode"
    bl_category = "Test"

    def draw( self, context ):
        layout = self.layout
        if( context.window_manager.enabled ):
            layout.operator( "object.draw_op", text = "Stop" )
        else:
            layout.operator( "object.draw_op", text = "Start" )
        layout.prop( context.scene.test_properties, "test_1" )
        layout.prop( context.scene.test_properties, "test_2" )

classes = [TestProperties, TEST_OT_draw_operator, TEST_PT_panel]

def register():
    for cls in classes :
        bpy.utils.register_class( cls )
    bpy.types.Scene.test_properties = bpy.props.PointerProperty( type = TestProperties )

def unregister():
    for cls in classes:
        bpy.utils.unregister_class( cls )
    del bpy.types.Scene.test_properties

if __name__ == "__main__":
    register()

Nice work. Only a small change for running update: move self.create_batch( context ) from def invoke() to def modal()

While that does not technically answer my question, it does give me a working solution for my problem. I'd prefer not to have the batch being called continuously, as that somewhat defeats the purpose of the batch, but that can be fixed easily enough with trigger conditions.


text:
Draw a cube using batch_for_shader
So I'm looking at https://docs.blender.org/api/current/gpu.html?highlight=batch_for_shader
I just want to draw a cube with a single color using batch_for_shader(). I'm looking at the "Mesh with Random Vertex Colors" section, which does everything I need except adds random colors (like the name says). And I'm having a hard time figuring out what I can do to just replace it with a flat color.
Ideally I would also like to be able to give said cube a low-opacity, flat-shaded appearance, but I want to at least get the "easy" stuff working first...
I tried replacing the shader with '3D_UNIFORM_COLOR', removing
"color": vertex_colors

and adding the line
shader.uniform_float( "color", (1, 0, 0, 1) )

It at least runs, but it completely ignores the color value I try to give it.
The code as I have it now is as follows. (Move the default cube and leave it selected)
import bpy
import gpu
import numpy as np
from random import random
from gpu_extras.batch import batch_for_shader

mesh = bpy.context.active_object.data
mesh.calc_loop_triangles()

vertices = np.empty((len(mesh.vertices), 3), 'f')
indices = np.empty((len(mesh.loop_triangles), 3), 'i')

mesh.vertices.foreach_get(
    "co", np.reshape(vertices, len(mesh.vertices) * 3))
mesh.loop_triangles.foreach_get(
    "vertices", np.reshape(indices, len(mesh.loop_triangles) * 3))

shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
batch = batch_for_shader(
    shader, 'TRIS',
    {"pos": vertices },
    indices=indices,
)

shader.uniform_float( "color", (1, 0, 0, 1) )

def draw():
    gpu.state.depth_test_set('LESS_EQUAL')
    gpu.state.depth_mask_set(True)
    batch.draw(shader)
    gpu.state.depth_mask_set(False)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')

I was able to get it working by modifying a different example from the page. I had actually tried this one previously, but I must have mistyped something because this time it worked.
The working code is as follows:
import bpy
import gpu
from gpu_extras.batch import batch_for_shader

coords = (
    (-1, -1, -1), (+1, -1, -1),
    (-1, +1, -1), (+1, +1, -1),
    (-1, -1, +1), (+1, -1, +1),
    (-1, +1, +1), (+1, +1, +1))

indices = (
    (0, 1, 3), (0, 2, 3), (4,5,7), (4,6,7),
    (0,4,5), (0,1,5), (2,0,4), (2,6,4),
    (1,3,7), (1, 5,7), (3, 2, 6), (3,6, 7))

shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'TRIS', {"pos": coords}, indices=indices)

def draw():
    shader.bind()
    shader.uniform_float("color", (1, 0, 0, 0.25))
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')


text:
Virtual study room in Blender
I would like to know whether I can create VR game using Blender without any other tools like Unity, Unreal.
My idea is to create a virtual study room for kids using Blender. Outcome: kids will use VR headsets and enter the study room, pick up a book, read it by turning pages.

No, Blender doesn't have such tools. You are able to create content in Blender but not the code. Blender had a BGE in the past, but it was removed. You are going to have to use game engines.

Note that the old Blender Game engine has been forked as [UBGE}(https://upbge.org/#/).  I wouldn't use UBGE for this purpose, but Blender does have a 3rd party game engine available.


text:
Sculpting won't change anything in blender
For some reason whenever I'm in sculpting mode and use any brush, it doesn't do anything. Is it because I have it set too low to change anything in my settings? If so, could you show me a step by step process on how to fix it? Thanks. Also sorry for being unknowledgeable, I'm quite new to blender.

Are you trying to sculpt on the default cube? If you are, try adding more geometry by subdividing or turn on dynotopo with Ctrl+D when in sculpting mode. This will give a warning, just press ok. And try again.

Also, if you have multiple objects in your scene, make sure to select the mesh you want to sculpt on before switching to sculpt tab or sculpt mode.

The reason why it didn't work was because I didn't enable dynotopo, I was sculpting with an isosphere at around 6 arcs.


text:
Rigid body flying into air rather than dropping down
Whenever I add rigid body to a fragment of a Pawn chess piece that has been Cell Fractured, the piece doesn't drop straight down but instead flies around. However when I copy the Pawn piece into a clean blender file, the piece acts normally and simply drops down. When I delete everything from the original file aside from the one Pawn piece the segment is still flying off rather than dropping down.
Does anyone have any idea what is causing this to happen? I have created a cube, cell fractured it and then added a rigid body and this dropped down normally.
Link to the blender file: https://drive.google.com/file/d/1eSL1juBPI2BIuv1Z-bULypo6pbwBFUz9/view?usp=sharing

Please try this link: https://drive.google.com/file/d/1eSL1juBPI2BIuv1Z-bULypo6pbwBFUz9/view?usp=sharing

I don't know why it doesn't work for the moment, if you remove the Rigid Body world and recreate one (in the Scene panel) and regive a Rigid Body to the piece it will work again

Hey khazag169.
Please avoid using Google Drive links and instead use: https://blend-exchange.com/ to upload your .blend files


text:
(Blender 2.79) Stars moving around quickly when camera moves
So, let me get straight to the point. I'm trying to make a Titanic sinking animation. I added reflections (mirror) to the ocean (plane mesh), and when I animate the camera moving and rotating, the stars start moving around quickly, which is just irritating.
Answers to questions you'll probably ask:

Why 2.79? Because my PC sucks, can't run 2.8+
Render Engine? Internal (aka Blender Render), Cycles takes too long to render an animation.
How did you make the stars? Stucci texture, with some tweaks.

Animation here, showing the problem: https://i.sstatic.net/9yHzA.jpg

hello, in your video I can't see what you're talking about, your camera is not moveing and neither your stars. Also, are your stars part of a World HDRI?

I'm not really using a HDRI, the stars were made manually with the stucci texture, they serve as a background, along with the sky itself. And also, yes, my camera is moving, so are the stars in the water reflection, maybe turn up the brightness and you'll be able to see it.

are you talking about the reflections? maybe pack your image and share your file (only keep the useful items, not the boat for example)? https://pasteall.org/blend/

Ok, I'll share the .blend file later if that isn't a problem to you. I am not able to use my computer right now.

There is the file, without the ship though. You may notice the camera is with a cube, this is another method I used to see if I could avoid this, but it didn't work too: https://pasteall.org/blend/b28e3ad038f340e5bd7b14dec889c8f1


text:
My image is not visible in render
I'm just doing a simple 2D animation with a PNG file I made in GIMP. I have used this file before with no issue, so it is not a GIMP problem.
I can see my image perfectly until I get to render, than its all transparent. I have no idea why. One of the things I saw while googling this problem brought up checking my filters in the view layers properties and there is no filter option in my blender. I have uninstalled and installed again but no luck. I am very much a beginner so any help would be appreciated.

I reckon you imported your image using either "background image" or "reference image" objects?
They are not renderable.
You need to create a mesh the same dimension of your image and assign the image as a texture in its material.
The addon Import images as planes, shipped with Blender, does this in a few clicks.
You can enable it in the Preferences' addon category, enable it. Then you will be able to go to File → Import → Image as plane → browse to your picture. That will create the mesh with material for you.
While browsing for an image to import, you have plenty of options in the sidebar, see above manual link for more information about them:


text:
Grease Pencil in render view
I'm drawing in a 3d scene using grease pencil and I've come across a problem where if I draw on a 3d surface, the grease pencil lines are still able to be seen through the 3d objects.
This is the viewport view...

And this is the render...

Do you have the Z pass enabled in View Layers properties?

No, I didn’t. But now that I do, my problem is solved. Thanks!


text:
Problem with duplicate images as planes - Strange Black Boxes
I am trying to create a stadium scene and am trying to fill the audience with alpha 'animated crowd videos' added as 'image as plane'.  I think it may be a problem with duplicating the video over and over again or maybe them overlapping... but the more I add, when I lower the camera perspective, strange black box shapes emerge upwards from the crowd.  I have included a high shot (where the top of one black box can be seen) and then a lower shot where more black boxes are rising up.  Has anyone got any ideas, it's driving me nuts .  Thanks in advance...  Daniel.

i think you have a z-fighting problem. Maybe search for that here or via google. You should find answers there. Basically you have to avoid that two planes overlap each other.

Thanks Chris... do you know if that is for any planes overlapping, ot is it just a problem if they are duplicate frames of the same video?  Thanks

that's a problem for any object(s). You will have problem rendering "clean" if you have overlapping geometry.


text:
Default sample value for viewport and render
since the latest versions I have one problem. Every time when I create a new project I have to reduce viewport and render "max samples" value, because they are too high for what I am doing, and especially my test renders (1024 for viewport and 4096 for render).
So, the question is, is there any way to change the default sample value to my own, so I won't have to reduce it every time

Sure. Open Blender with its default scene. Change the samples value. Go to File > Defaults > Save Startup File and confirm the question "OK? Save Startup File" by clicking on it.

Awesome! Thank you very much


text:
Geometry Nodes - Mapping a curve tangent to nearest vertices
I'm having a bit of a headache with this one, I have a bezier on a plane and I'm trying to map the tangent of each point on the nearest geometry of the plane with geo nodes.
I have a Sample Curve node that outputs the curve tangent information, with the Factor controlling where to sample the info along the curve.

But I can't figure out how to map on the plane, the nearest tangent value of the curve. I've tried messing around with Sample Nearest, Geometry Proximity, but I have no clue what to do next. So if you refer to the image above, I want to see a gradient from yellow to the left of the curve, to red at the opposite end of the curve. I need it to work no matter the complexity of the curve (It's to make a flowmap of rivers and stuff like that)
Any clues ?
Thanks a lot for your help!
Blender version : 3.5.0

Should work like this:

Tricky part that sample nearest doesn't work with curves, so you have to convert it to mesh

Is this node mini-map at the bottom a new feature or an add-on?

Thank you SOOOOO much I was going crazy with this haha, it's exactly what I need. Now I can drive my flow map with the curve tangent.

@Blunder this is an add-on: https://github.com/strike-digital/node_minimap


text:
Extrude on objects Z axis
I don't know why but sometimes when i try to extrude it extrudes on the objects Z axis but sometimes it doesn't,
someone knows why? i need to extrude always on objects Z axis

When you extrude a face, then by default, it is extruded along its normal (the direction in which the face is pointing). If you want to extrude it specifically along the z-axis then you just have to click the z key twice(Coz if you click z just once then the extruded face will move according to your mouse pointer). But please keep in mind that by doing this it will move on the global z axis. If you have rotated the object then the z-axis of that object also gets rotated. If you want the extrusion to occur in local space(that is according to the orientation of axes after rotation) then you have to change the orientaion before extruding, by clicking the comma(",") key and changing the orientation to local. After this you can simply click e to extrude and then the z key twice. And now the extrusion will occur in the direction of the local z axis.


text:
How to UV Map correctly a lowpoly egg model?
Hey i'm trying to texture a egg model with a water texture, i tried every type of UV Mapping (such as "Unwrap", "Smart UV", "Cylinder" ecc.) but they all have the same problem that the texture appears discontinuous like in this screenshot of the Smart UV Project
"Project from view" looks good but

but stretches because obviously is projected just the part from the view
Someone more expert than me knows how to fix it? Thanks for your help :)

Seams are some of the tricky ones to fix, most people try to reduce the seams at minimum, other try to hide it from the camera view and some people would rather hand paint to get everything correctly (time consuming, but very effective). I prefer this last method to deal with seams... You could try to move that section on the UV map until you find the closest to the one below to make it look like it's seamless, although it's not gonna be 100% accurate

You could do it procedurally.
If you want to keep the image, you could edit your image texture so that it's repeatable (if it's not already), create a very small circle at the top and bottom with a bevel on vertex operation, unwrap them, unwrap the rest with the Sphere Projection option:

Thanks, i'm gonna try that and let you know!

We can't do nothing also about the strechment that occurs on the top and on the bottom?

you can move down the top edge loop in the UV Editor in order to unstretch but the lines will always points towards the pole


text:
Why this quad looks like that?
I use auto smooth 30°, i tried 60° too but the problem doesn't dissapear

Do you check for duplicated vertices along the edges that seem "discontinuous" ?

Check normal orientation, internal faces, A, M, B in Edit Mode to remove doubles, clear custom split normals

Yeah i already check for duplicates and normals, i don't really understand why this happens

Hello please share your object or at least a part of it: https://blend-exchange.com/

Here it is:

The mesh is non-manifold, the problematic edges have 3 face-neighbors (in non-manifold mesh all edges have exactly 2 face-neighbors)

Oh, you know how to fix that?

It may be tricky to explain, basically you should create a surface without thickness, then solidify it. Notice how solidified faces don't have internal faces. That is, once you're inside the "hull", you can visit every place of that hull, and no internal face stops you. That's the "correct" topology that makes the smooth shading work.

Ok thank you all for your help!

Resolved thank you all for your help!

As Markus says your topology is not good, you have inner faces, it makes the shading happen between the outer faces but also between the outer and the inner faces:

You should not have faces that are adjacent to more than one other face by one of its edges (image below). To fix that just remove these inner faces and if you need thickness extrude all the faces.


text:
Shade smooth not uniform problem
the shade smooth isn't uniform i mean that isn't the same on all parts
the circled parts are fine but the others aren't and i don't know why, its the same object mirrored and rotated and there aren't any mark sharp edges,
someone knows how to fix that?

Hello, make sure that the normals are correctly oriented (in Edit mode select all and press Shift N), also try a right click > Shade Smooth in Object mode, with Auto Smooth activated in the Data panel > Normals. If it still doesn't work please share the wheel object

I check the normals and everything's fine, here's the file:  , thanks for the help :)

You have unapplied, non-uniform scale.  Autosmooth angle is measured in object space.  Apply scale.

Oh perfect you right! i just need to apply scale

To fix this problem i just needed to apply scale, thanks to everybody for the support :)


text:
How to get index Slot Particle or Delete Slot Particle by Name?

After applying Particle Modifier, the Particle slot still exists. As shown above, I want to delete slot "SF_Plane_P_Sphere.002", but slot "SF_Plane_P_Sphere.001" is actived.
And as far as I know to remove it, i need to know its index to be active & remove
bpy.context.object.particle_systems.active_index = 2

bpy.ops.object.particle_system_remove()

but I don't know how to get the index by its name. Or is there a way to delete it by its name ?

You can find the particle system slot index using:
index = bpy.context.object.particle_systems.find("the name you want")

it''s work, Thanks ^^


text:
How to get Property Panel attached My Panel?
I want to get "Use Count" Panel to attach to My Panel, what should I do? I know its Class is "PARTICLE_PT_render_collection_use_count", as shown below. Hope to get help, Many Thanks!

You can enable Developer Extras right click on the area and select View Source to copy the elements to your custom panel. Although that might be a nice exercise for you, I personally don't think having duplicated properties in one UI would make any sense... What's the reason to display the items twice?

Related or dupe: Copy existing property from e.g. Properties window to a custom panel?

@brockmann I'm writing an addon, related to particles, the image above is just an example. I want to get that table via my addon so that I can quickly access that part without particle switching
Before posting, I tried your way, and your link is copy props, I have done it many times, but this time I want to copy the template_list, it seems much more complicated.
    row.template_list("UI_UL_list", "particle_instance_weights", part, "instance_weights",
                      part, "active_instanceweight_index")

it always gives an error

What error exactly? Please add all relevant information to your actual question. Please read: https://blender.stackexchange.com/help/how-to-ask Consider that you can always change the layout to get "easy access" to the particle properties. I still think your idea can be confusing to users discovering the original uilist at some point. BTW: I don't get any error: https://i.sstatic.net/3qbcd.png

Reuse the code.

Can turn on developer extras and view the source of most of blenders UI.
An option would be to copy the code needed and add to a new Panel class.
A rub is the properties area often has context members unique to the region. For this  case  context.particle_system is defined in the properties area in particles tab.
Would instead need to be edited to context.object.particle_systems.active
Monkey patching and passing context object with extra members.
As an example have given new panel a method which refers to blenders UI class draw method.  A namespace object is used to create a context with the extra members and passed to the draw method as a proxy context object.
Similarly with  the poll method of the PARTICLE_PT_render_collection class.
Could do same for  draw_header
Have, however,  simply added the use count property to the draw method, it could however be used in a draw header method to replace "Hello World" title.
import bpy
from argparse import Namespace

from bl_ui.properties_particle import (
         PARTICLE_PT_render_collection_use_count,
         PARTICLE_PT_render_collection)

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    @classmethod
    def poll(cls, context):
        ps = context.object.particle_systems.active
        c = Namespace(**context.copy())
        c.particle_system = ps
        return PARTICLE_PT_render_collection.poll(c)
    # monkey
    draw_part = PARTICLE_PT_render_collection_use_count.draw

    def draw(self, context):
        layout = self.layout
        ps = context.object.particle_systems.active
        if ps:
            layout.prop(ps.settings, "use_collection_count")
            c = Namespace(**context.copy())
            c.particle_system = ps
            self.draw_part(c)

def register():
    # fake a pin_id for 3d view.
    bpy.types.SpaceView3D.pin_id = None
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    del bpy.types.SpaceView3D.pin_id
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

Note, this is only a proof of concept.  Other things to consider when moving from properties area elsewhere is context.space.pin_id for when the panel is pinned.  Have added another monkey patch to set pin in 3d view to none.


text:
How To Reset Curve Profile with Script
how can i remove all points or reset curve to default ? (use code)

You can use the following. All is commented below:
import bpy

obj = bpy.context.object

# Get the modifier
bevel = obj.modifiers["Bevel"]

# Get custom points
points = bevel.custom_profile.points

# Keep only 2
while len(points) > 2:
    points.remove(points[1]) #Can't remove at 0 (don't know why)

# Reset locations
points[0].location = (1,0)
points[1].location = (0,1)

# Update the profile
bevel.custom_profile.update()

Note: the window won't update until you move the cursor over it.

It's work, thank you :)

Maybe removing 0 would be removing the head of a crude linked list.. the whole list would become inaccessible memory.


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How to fix the shadow line in the middle of the face?
This is not the first time i have this weird... shadow line? I can't understand what causes it and how to fix it.

This is probably due to how Blender is currently rendering your mesh's normals. A normal vector is a vector which is orthogonal to a plane. In this case, the faces of your mesh.
The configuration of your normals tells Blender how light should interact with the faces of your mesh. Is your face a flat surface, or is it meant to represent a rounded side of a cylinder or sphere? Is the face facing away from you, or toward you?
The first thing to check is whether or not you have any normals pointing the wrong way. In Edit mode, selecting everything with A, and press SHIFT+N to recalculate normals.
On more complex, or non-manifold geometry, this doesn't always work as desired. You can manually flip the normals of particular faces by selecting them and hitting ALT+N, then F.
Correcting Flipped Normals:

The next possibility is that Blender simply isn't displaying the normals in the way you want. Blender can display the accurate normal of each individual face (flat shading), or it can average these normals across faces (smooth shading). Finally, it can combine these two effects based on a cut-off angle.

You can switch between flat and smooth shading from the Object menu while in Object mode by selecting either Shade Flat or Shade Smooth. Auto Smooth is selected from the Object Data Properties tab of the Properties shelf.


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Is there a list of the node names for the node_tree.nodes.new() function in blender 2.82?
I'm trying to add nodes to a material using bpy in blender 2.8, but I cannot find a list of names to refer to them in the new() function
IE:
mat.node_tree.nodes.new('ColorRamp')
doesn't work, because it is actually mat.node_tree.nodes.new('ShaderNodeValToRGB')
and I need a list of all the names of these, so if anyone knows where to find them I'd love to know, as I cannot find it in the documentation

https://docs.blender.org/api/current/bpy.types.ShaderNode.html#module-bpy.types.ShaderNode

I think this will give a list of all names. Note that which ones you can add depends on the type of node tree eg. you can't add "CompositorNodeXXX" nodes to a shader node tree.
[
  name
  for name in dir(bpy.types)
  if issubclass(getattr(bpy.types, name), bpy.types.Node)
  if getattr(bpy.types, name).is_registered_node_type()  # exclude base classes like Node
]

An easier way to find them, IMO, is if you have "Python Tooltips" turned on in prefs, you can hover over the items in the "Add" menu to see the name to use.

Could look instead  at subclass of bpy.types.ShaderNode for shader nodes... or name starts with "ShaderNode"

Updated script:
import bpy
import inspect

for name in dir(bpy.types):
    if inspect.isclass(getattr(bpy.types, name)):
        if issubclass(getattr(bpy.types, name), bpy.types.Node):
            if getattr(bpy.types, name).is_registered_node_type():  # exclude base classes
                print(name)


text:
"Rotation-Rig" for 2D
I am looking for a very specific information. With my production company, I am currently working on the development of a 2D animation show. For several reasons, including economic and political, We have mentioned Blender in potential software. We already use Blender for compositing and 3D animation and know that some studios use it in 2D, on productions of different sizes. We have specific rig needs. I come to my question: Have you heard of an equivalent of Harmony's "rotating-rig" in Blender. This feature allows you to rig a 2D character from different angles. We are looking for an equivalent whether it is a way of organizing collections for example, Add-ons, or other DIY.
Bonjour, Je suis à la recherche d'une information très spécifique. Avec ma société de production, Je travaille actuellement sur le développement d'une série d’animation 2D. Pour plusieurs raisons, notamment économiques et politiques, Nous avons mentionnés Blender dans les logiciels potentiels. Nous utilisons déjà Blender pour du compositing et de l'animation 3D et savons que certains studios l'utilisent en 2D, sur des productions de différentes envergures. Nous avons des besoin spécifiques en terme de rig. J'en arrive à ma question: Auriez vous entendu parler d'un équivalent du "rotating-rig" de Harmony dans Blender. Cette fonctionnalité permet de rigger un personnage 2D sous différents angles. Nous cherchons un équivalent qu'il s'agisse d'une façon d'organiser les collections par exemple, d'Add-ons, ou autre bricolage.
<3
Vidéo: Learn What a Rotating Rig is with Harmony Premium
https://www.youtube.com/watch?v=WPn9nel9SsE


text:
Blender lock Ik rotation not working
I'm some sort of a mechanical creature in Blender and I have an issue with locking the rotation.
I have locked every bones rotation on the axis i want to and in the resting position the leg is completely straight:

But when i bend the leg, the leg isn't perfectly straight anymore:

This wouldn't be a big issue, but since it's a mechanical creature with joints that are only supposed to rotate on a certain axis, it just wouldn't make sense to leave it like this.
any suggestions? I'm a total noob at rigging etc.

without seeing any settings - we can just guess. Since your are a beginner - please provide blend file to provide a quicker answer than asking in the comments thing by thing what you did.

IK Rot lock is referred to local bone's axis, which is different from world coordinates. Enable bones axis visualization and double check if you locked the correct axis for every bone: Pose the IK target in a bending location and start locking every axis of every bone (the leg shouldn't move at all); then unlock the correct axis one by one, statrting from the tip, to spot where the problem lies.

I fixed it by re-making the armature. I believe i had rotated the armature 90 degrees right after creating it. When i added the first bone, instead of rotating it 90 degrees with R, I selected one end of the bone in edit mode and rotated/moved it that way. As i said, I'm very new to animation and rigging :D thanks.


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Texture Painting duplicating
I am quite new to blender and I have been experiencing some problems with texture painting.  I am currently working on fixing textures of a mesh scanned using a lidar.  It is complicated as there are so many textures, the UV map is a lot to handle.  The room contains different objects and therefore, I work on objects individually, one object at a time i.e., door, sink etc where I bring the texture pieces together.  I managed to get fix some of the elements, however, when I try to use texture paint on the object I am working, the paints is applied to the other parts of the room even though the only item I have selected is sink and I am using the mask as well.  Similarly, upon using fill paint it as there would be no brush strokes but the same paint strokes appeared in the room.  I also tried recalculating the normal, and checking the asymmetry aspects but I am still struggling with the same problem.
If anyone could give me some advice, I would appreciate it. It would also be great if someone can point to me in the right direction.

Try painting on the texture instead of the model.

Do you intend to keep any of the original texture from the scan?

@TheLabCat, hey thanks for the reply.  The method I followed was; texture paint > draw, mix(or add), to make modification to the texture which paints over the existing one.  So, yes, I believe I painted over the texture. However, if this is something different, please let me know as I am new here to using Blender.  To answer your second question, I do need to keep the original texture as the final design needs to look very similar to the original design of the room. But open to trying out your suggestions if any. Thanks for your time

As in, paint in the image editor instead of the 3D viewport editor. Did you try that?


text:
Popup screen when using a stylus in blender grease pencil
In Blender Grease Pencil, when I use a stylus on my touchscreen computer, a pop up screen sometimes appears at the location of the stylus. Is there any way to adjust the settings so the popup screen stops appearing? (The picture below is the popup screen).

This isn’t called a pop-up screen, it’s called a tool tip. They are common in all PC UI. Not sure if there’s a way to turn them off in Blender, but if there is, that’s what you need to look for in Preferences.

Update: get rid of the context menu
Perhaps you don't mean the tooltip, but the entire context menu. Some Wacom pens have a 'press and hold' function to emulate right clicking. You can disable that in your OS settings.
Or you can disable the context menu in Blender. Go to Edit > Preferences > Keymap, unfold Grease Pencil, unfold Grease Pencil Stroke Paint Mode and uncheck Draw Context Menu.

But as you can see, there are several other modes – you have to disable the right mouse in them too.
Original answer:
In the preferences you can disable tooltips.
Go to Edit -> Preferences... -> Interface tab and disable User Tooltips.

When you occasionally want to see a tooltip, you can hold Alt when hovering over an item.

After disabling the User Tooltips in the Display section, the popup screen still appears. For more context, when I hold my stylus down on my touchscreen and have little to no movement, the pop-up screen appears. This makes it complicated to draw because when I am trying to draw an incredibly small line by holding down the stylus on the touchscreen, it contains very little movement of the stylus, so the pop up screen will appear.

I suspect this has something to do with a 'press and hold' function of your stylus (which emulates a mouse right click). I've updated my answer.


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DEM Rendered Terrain looks stairstepped/pixilated/pitted
I am making a map in Blender from a 30m DEM. When I render it, some places come out stair-stepped or pitted.

What is the bit-depth of the DEM you are using? Too low could cause stepping or banding.

I have tried to play with it some. The data in this screenshot was a Float32.


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How to increase width of the walls?
So I am beginner to blender. I want to make an object like swimming pool.
I made a cube and deleted one face. Now I have no idea how to increase width of the walls. I tried to extrude each face, but now I have a hole in connections between walls. I could not find other opportunities to make such changes

There are many different ways. This is one of them (maybe not the best, but should be easy to follow):

Create a cube
Resize the cube to match the size of the pool ( s )
Apply your object's scale( Ctrl-a > Scale)
Go to edit mode (TAB)
Press 3 to switch to "face selection"
Select top face
Inset the face i
Select the inner face and extrude vertically with e + z (so you can create the "hole" in the swimming pool
If you want to change the width of the walls you can select inner faces (check screenshot) and resize them in both X and Y to get your result ( S-x and S-y)

Thank you very much, i feel myself so stupid now, that I did not try in other direction :D But If I am going to follow your suggestion, is it possible to get rid of the holes in connection, so that it looks solid, without any separations?

You should have no holes in connection.
Can you post a screenshot of your actual situation?

thank you, I understood what I did wrongly


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Real Time Streaming Using IMU Sensors works only when there is an interrupt from keyboarf
Hi I have managed to rotate an object in blender game engine by streaming values from Bluetooth IMU Sensoe
But the object rotates in real time only when there is an continuous interrupt from the keyboard. i.e constantly hold ('Ctrl+C'). When the keys are not pressed, the object doesn't rotate and is static in the environment.
Can you kindly let me know what could be wrong?
This is my first time using Blender so any advice would be helpful. Thanks


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Best Practice for Circular Shapes - Industrial design
Hope you are all well.
I am modelling a cookie cutter following an industrial design.

I am using the curves to follow along the shape like so :
It works fine.
Yet, I wonder if there wouldn't be a better way to do this, a more regular way where all instances of the design would be the same.
Any ideas would be greatly appreciated.

Here, it appears that you're using vector handles everywhere.  You could use a radial array of a mesh object (array modifier from rotated empty), with merge enabled.  If it's important that this be evaluated as a curve object, non-destructively, you could use geometry nodes to mesh-to-curve it.

Since this is not a circle but an Ellipse, when using an array modifier as described above, you can apply the modifier and then scale it along one axis to get the elliptic shape.

if it is scaled on one axis in order to get an ellipse, the shape of each instance will be a bit deformed as well, is it a problem?

Of course, this question can also be answered with Geometry Nodes:

This simply instantiates a given profile with a given number along a curve and distorts the positions of the points according to the curve.
Briefly explained:
First, the individual profile elements are instantiated one after the other along a straight line, which corresponds exactly to the length of the circle.
Then the individual points of the elements threaded one after the other are moved.
This is done by moving the points to a new position depending on the normals of the points of the base curve.
Note: The node Subdivide Curve divides the curve of the profile into smaller segments, which can result in a curvature of the profile. If this subdivision is not done, the result will be more edgy. You would have to adjust this subdivision according to your needs.
Have fun with it!
(Blender 3.1+)

I'd say this is the best, most elegant solution. Thank you!

A quick'n'dirty version of @quellenform 's answer, knocking a GN group together to use as a modelling aid.
Why?

In GN, a curve can quickly be adjusted, and resampled to 30 segments by length
An object can be instanced along it, correctly rotated, but not deformed, without the old tricks to avoid deformation by the Curve modifier.
This is not made for flexible re-use.. no trouble has been taken to tilt instances to the right orientation around the curve.. they've just been scaled to 0 in Z to flatten.

The input 'greek key' mesh is edited live to refernce. Scaling it up in Object Mode helps with precision. There are slight compromises .. in the reference, the keys are not perfectly identical. The resulting mesh can be converted to a curve in the group, and given a profile.

Very good Complement to the first answer. I'd say both go hand in hand.
Thank you!

@GuillaumeAT For other folk's reference, the difference between them is that quellenform's deforms the elements, and this one doesn't. I've had a go at both. In this particular case, it makes no visible difference; the first answer is fine, and gets a +1 from me :)


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Can't access sculpting tools when in workspace - 2.93
I'm just starting to learn Blender 2.93, but I can't seem to access the Sculpt workspace.  When I click on it, none of the sculpting tools appear.  When I open up a file where I was sculpting rather than doing other types of editing, this isn't a problem.  I've searched exhaustively but can't find any explanation as to why this is the case.  Thank you so much, I feel absolutely lost!

OK, I figured it out! I was trying to work with metaballs, which aren't a mesh object and therefore can't be manipulated with sculpting tools!

You can go into Sculpt Mode manually by clicking on the interaction mode button on the top left and selecting Sculpt Mode. You can also press Ctrl + Tab then click Sculpt Mode or press 2. Once you've entered Sculpt Mode, you can change to another workspace and return and it will remember the last mode you were in whether it be Object/Sculpt/Edit/Texture Paint mode etc. An Object that can be sculpted must be selected to go into Sculpt Mode. Metaballs, for example, are one of the objects that cannot be sculpted.


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Is there a way to reparent these bones, without ruining the bone animation? Trying to use 2 different sets of animations, but different parenting
I'm trying to reparent bones (which have an existing animation) without wrecking the animation.
What we have is a character riding a kart. But his Leg, Knee, Foot bones are all on the same level, parented directly to the root... In order to use animations built like this with a much larger pool of animations parented Leg>Knee>Foot, I have to change this bone structure, but in the process his legs get bent behind him.
Is it possible to restructure so that the parent order is Skl_Root>Hip>LegL>KneeL>FootL? Without damaging the animation as shown?
These are animations from a mobile framework, which myself and others would like to marry up with a much larger set of animations that use the slightly different bone structure. For example this character is the same size as Donkey Kong in another framework, which contains bike animations as well. But these bones will not work with those animations and vice versa. It's unfortunate.
I have already found one solution, which is to restructure the armature so that it contains 2 skeletons in 1. When an animation requiring these bones is needed, the other set of bones are scaled to 0 in Maya. This is quite convoluted though, and requires having 2 copies of the character mesh at all times, as well as editing every single animation's keyframes. This is being used at runtime- so I cannot be picky or do manual fixes per animation. A blanket solution must be used.
If there is no simple solution in Blender, can any other software more easily resolve this predicament? Thanks everyone for your time.
Here are sample files and images:
https://www.dropbox.com/s/agli9x1ep8h1ciy/Funky%20Kong_questions.zip?dl=0

You can create a different armature, with a different hierarchy, copy world-space transforms, and bake the animation.
Duplicate your armature.  Edit it to have the hierarchy you want.  For every bone that's important, give it a Copy Transforms constraint (on default settings, world space-> world space) targeting its counterpart in the original armature.
Then, select your armature, and use the Bake Action operation (which I pull up from a searchbar, and if I wasn't baking slow textures atm, I'd tell you where it is in the menu.)  Set the bake action to affect Pose, and enable both Visual Keying and Clear Constraints.  Then bake.
The existing, world-space transforms will be baked into new local transforms appropriate for your duplicated armature.

That's incredible. Thanks so much. The two armatures move exactly on top of each other with the constraints. However, after baking the pose, the feet of the reparented armature are larger. And I can see the Leg/Knee/Foot bones are just a little off, perhaps rotated down. Any ideas why that would happen? Seems like a scale/rotation issue, but I'm assuming the constraint "copy transforms" should include scale and rotation data anyway? Perhaps I need a little more investigation to get to the bottom of that. Thanks for your help! Here is a visual before/after: https://imgur.com/a/YBGH2Wk

If you have skew-- inherited, non-uniform scale-- then copy transforms can't represent that.  In fact, it can't be represented in any way with different parenting.  This isn't usually a problem, because you should be trying to avoid skew anyways.  There is also the potential for small errors due to precision, but we're talking really really tiny.

Okay yeah I figured it out. In the new reparented structure, I had the child bones with Inherit Rotation enabled, as well as Inherit Scale set to Full. I turned Inherit Rotation off and changed Inherit Scale from Full to None. That results in a 1:1 bake. I will just have to tinker from here and see what little things I need to change in each animation. Thanks again! And yeah I hear you on skew. I probably wouldn't have done it that way, but I didn't make this animation originally. But I think I can handle everything else from here.


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(Blender 2.82) Mantaflow Fluid Simulation not working
So basically I've been trying to get a simple fountain fluid simulation to work. However, there are a lot of times despite after baking data and mesh, nothing happens. I just see the baked mesh in the viewport but upon playing the timeline, nothing animates, the mesh is just sitting there. May I kindly know what I'm doing wrong? As for what I've already done is as follows:

Created a domain
Created effectors
Set Surface thickness and Surface Effector values to more than 0.0
Created a cone mesh inside the domain as a Flow object with Inflow.
Baked data
Waited…
Baked mesh
Waited…

I am really sorry I haven't uploaded a screenshot. I actually do not have one since I deleted the file that was having the problem.
Thank you very much.

Your flow object might be too small for your given resolution. Try Increasing it or set your flow object to planner, apparently it should make it work with the lower resolutions.
I'm also trying to make a fountain and until there's a adaptive domain for liquids I'm not sure if it's quite possible.


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Blender is very slow in Pose Mode but only with one character?
first sorry for my english, I will try to be as clear as possible.
Recently I try to make a rigg in blender, everything was ok but now I'm doing the skinning and when I move the character in pose mode (to test the skinning) the selection of controller and move is really slow.
I downloaded many character and animate it, and I don't have the same issue of "slow pose-mode" with them.
So i searched everywhere on the internet and read all forums I can find but I didn't find solutions... I re-started my rigg twice and looked closely at my bones, the relations between bones, the IK-FK constrains ... But I didn't find any problem so I don't now where the problem come.
I don't know if it will help you but I use two addons : "Rigify" and "Bones layers Managers".
If you have any idea, or if you want more detail, I'm listening to you :)

Ok I finally found the problem,the model was too heavy in poly (yes I know, this is a really stupid mistake, but I didn't think about that, you can laugh ;) ). I decimate it, bind and skin, and it works normally.

Turn of all Subdivision modifiers in the viewport but not for rendering.

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


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How to render a light source through transparent object?
I am trying to render this antique pool table scene, and I am close to a realistic look, but noticed that the light source should be showing through the glass of the lamp (crudely illustrated in image). Does anybody know how to make this show in the render? I have two point lights @ 25 W and two bulb-shaped objects with emission set to 5. Have tried a few different things but nothing has worked yet. Thank you in advance

Hello so why are you not glad with the emission objects?

I played with the emission more. It was 10x too weak, now I am glad! Thank you


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Bones are not bending as intended
First of all, I am pretty new to all of this but wanted to try it, so I followed a tutorial from Youtube by Sabastian Lague. Although it was posted in 2016 and pretty much was changed, I tried to adjust it. However, there seems to be a problem existing in my character and I have tried to solve it for like two days, of course, squeezing this in while doing other things, but got no luck yet. I have IK bone set up and I have a pole target. The problem is that the pole angle can be adjusted however, it will also change the angle of the foot bones. But when I make the foot bone angled right, this happens

could you please share your file? https://blend-exchange.giantcowfilms.com/

Here is the link to the file, thank you for your time. Character @moonboots

In Edit mode, you need to bend the knees a bit so that Blender knows in what direction it is supposed to bend:

That seems to be the solution after all. Thank you for time and help anyways.


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Create glowing cracked stone-like sword texture?
I have no idea how to explain, but I want to make a texture like this:

I'm using blender 2.79 with cycles render

https://blender.stackexchange.com/questions/65801/can-i-access-a-meshs-local-vertex-positions-in-cycles-nodes/65803#65803

Ok, since nobody quiet answered your question, I re-post link to video tutorial I did when I started with blender. you can get an idea from that how to set up a texture and glowing overlay.
Its a three video tutorial you can skip to making the sword only. https://www.youtube.com/watch?v=KyjSnak3Yjo


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How to change the appearance of an object?
Often in the tutorials I watch, I see that the objects have a dark color as if the scene was slightly underexposed. I like it because you can see the details of the object(s) better. However, when I open Blender the objects are shown with a "bright" color, as if overexposed. The picture below shows what I get:

As you can see the edges of the cuts are barely visible. I've found out that if I select the "cavity" and "shadow" boxes in the Viewport Shading menu, I obtain a better visualization, close to what I often see in tutorials. The picture below shows what I mean:

It's much better and I don't have to strain my eyes.
My questions are:
Is this the right way of doing it, to improve the visualization of an object?
Is there a way to have Blender applying the "cavity" and "shadow" options automatically rather than having to do it manually every time?
Thanks.
Stay safe
Davide

You can turn on Shadows and Cavity Shader from the Shading Popover to the right of the 3D View Header while in Solid viewport shading mode.

You can also simultaneously combine those with different matcaps that give objects different colors, studio lights, or random colors for each object. If those aren't enough you can also base object colo from the assigned materials, or even a specific per-object color.

hi, Thanks for your answer...my other question is: can I set such settings once and for all so that they are applied automatically every time I open Blend rather than doing it manually every time? Thanks

Hello and welcome. Please don't add thank you as a comment, upvote the answer instead. If you feel it completely solved your problem consider marking it as accepted

If you have a different question make a new post, don't use the comments section. Before you do make sure to search, most beginners stumble over the same questions and these are likely to have been asked before https://blender.stackexchange.com/questions/157633/how-to-save-the-default-mode-of-a-custom-workspace/157655#157655 https://blender.stackexchange.com/questions/169217/keep-operator-properties-popup-expanded/169223#169223

If you want to change the settings by default, prepare your default scene and settings and go in the top header menu > File > Defaults > Save Startup File


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Custom shader socket type
I just created a node group using python with some sockets with different socket type, Now some types are missed, for example drop down list to have some option for the group. to solve this I temporary used int type to select number to select options, for example 0 for option1 and 1 for option 2 ,... and some text socket to show some helps. But this a nasty way. My question is: is it possible to create a custom (shader group) node socket (dropdown list) using python?

you can only use implemented socket types as far as I know. This means you can use e.g. a pink boolean socket, or a dark green integer socket, or light green geometry socket or an 'empty' socket used for creating inputs/outputs conveniently etc.

enum sockets are in the works but I doubt you can create them with the python API. see https://devtalk.blender.org/t/enum-sockets-proposal/21318

Just to clarify: you can use geometry nodes socket types in a shader. At least some will correctly transmit data as a float, and some may crash Blender.


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Raked sand/gravel
First time posting but long time lurker :) I'm trying to do a zen garden and I'm stuck in finding a way to model the raked sand/gravel surrounding the stones.
I'm not a pro and so far I've modelled a simple plane with a particle system taking a collection of pebbles previously shaped, this gives me a generic gravel effect. How do you think I can arrange this gravel in an orderly fashion just like the image, please?
Thanks!

Maybe use this technique

Thanks for the input! it could work as a solution but this would create onyl the downward lines without accounting for the upwards mounds created by the movement of the grains.
Should I do it also on the oppposite face? I fear i might be too heavy on the file. What do you say?

You could probably adjust the midlevel of displacement, you can also assume it will only displace in one direction and compensate accordingly by adjusting object position so ridges and valleys with be at the desired height.

Thanks! I made a set of arrays and it looks quite good!


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VSE: How can I cache 3d scenes for faster editing?
I'm editing a bunch of 3d scenes in the sequencer right now and naturally they won't play back in real time.
Is there a way to cache the render?
Thank you!

Just to make sure I understand you correctly. You have several 3D scenes that can't be rendered smoothly in the 3D viewport with the playback frame rate? And these scenes are also not rendered with the playback frame rate in VSE?

Which Renderer does the scene use you want to View? And what is your scene "Preview Shading" in the Sequencer?

Hey J, thanks for your answer. I use Eevee and yes the scenes stutter when playing back. Is there a way to "Render the timeline" just like in a regular editing software? Obviously not a final render, but just to have smooth playback from the sequencer timeline. Thanks!

I just setup a simple scene in Blender 2.82.7 and addet it in a new scene to the VSE. After one playback Blender seems to automaticly cache Frames ant the playback is realtime.

I just setup a simple scene in Blender 2.82.7 and addet it in a new scene to the VSE. After one playback Blender seems to automaticly cache Frames ant the playback is realtime. Blender Docks
Ther is an option to prefetch frames .. but this semse to be brocken as of right now (2.82.7) https://developer.blender.org/T70612
Nevertheless caching seems to work.
Create animation

Create new Scene.001 and add the Scene with animated cube to Sequencer.

Start Playback and wait for all frames to get rendered once. Blender will skip Frames trying to keep realtime playback up as best as possible, but eventualy all frames will be cached. (probably untill no more frames fit into RAM)

Otherwise the goto way to work in the VSE is to render out your animation scenes in image Sequences and compose them in the VSE afterwards to render your final encodet video file. This way you have them on disk no matter wat happens and can rerender frames you need to change.
For indepth information see Video Editing Workflow: Use a separate scene for VSE?
and
Movie editing : VSE or compositor?

Thanks for your detailed answer! So the solution for me is to let the video play in a loop until all the frames are rendered. It's a bit weird that there's no button for that, but it works! Thanks!

Thank you for not reading it properly ^^. Ther is a button for that! But if you press it Blender will crash as of right now. Much easyer option is to not set your viewport to renderd but to Solid. Even better render your animation independent from the cutting process as descruibed in the Answers i Linked ;) That way you dont lose your render everytime you close Blender.

I know there is a button (it's in the viewport sidebar, foer anyone looking for it), but as you already found out it's a bit buggy. Also...yes, if you  render out your movies you can then edit them...in Blender or anywhere, but that's not what I was looking for. Thanks anyway, you pointed me to the right solution in your first answer.

Not sure if you're still using this workaround but - if you set playback to "Play Every Frame" at least you can do this in a single pass rather than having to wait for several loops.


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Can you tell an image sequence when it should start playing?
In my animation I gave a short image sequence of an explosion. The image sequence is 25 frames long. My problem is that I don't want the image sequence to play until frame 120 of the blender project (ie the blender project is 400 frames long, at frame 120 I want the image sequence to start playing its 25 frames).
I cant simply loop the image sequence because the timing is off (ie by frame 120 of the blender project, the image sequence is off by 5 frames). I've tried the usual trickery of setting the offset of the sequence, but then I get 5 purple frames). I was hoping there was a node that allows me to specify when the image sequence should start playing, but I haven't found one yet.
Any suggestions are welcome!

Jeff

It's not difficult, you just need to understand the start & offset meanings in a Image Texture, Sequence node in the Shader Editor.  First add a node Texture :: Image Texture:

Then select any of the images in the sequence.  Once you've done this, you'll be able to select the Sequence from the Single Image drop-down:

I also fix up the image reference to be 'img ####' instead of a specific image (like "img 0000".   I then enter the number of frames that will be rendered by this scene & blend file.
For Start Frame, I enter the scene's frame where I want to rendered images to start to increment, pulling in subsequent frame images..
For Offset I might enter sometime other than 1 if I do not want to start the animation from the "img 0000" image.

If you do not want the "0000"th image to appear before you're Start Frame,  You'd also need to animate the rendering to disable before your desired start frame.  Here I did it inside the material shader nodes with a Math (Multiply) node (right click and add keyframe for the value you want at the frame you want:

Or you could animate the Render in the Outliner:

Wow! What an excellent answer! I didn't even know I could use the #### in the file name! Thanks a ton for your help.


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Is there any way to make mesh round?
I am trying to model skirt, and I finished most of the mesh.
I want to make mesh round to make it skirt shape, but I can't find any way. I tried to use curve and simple deform modifier, but not working. Is there any way?

Both methods should work, maybe you've done it wrong, please share your file: https://pasteall.org/blend/

uploaded https://pasteall.org/blend/34369236ef53461ca447660666ef4999

You just need to apply the rotation and scale of the object and choose a Bend on Z at 360°:

Also you can add a Lattice modifier in order to give your skirt the profile.


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Merge Vertices By Distance causes weird shading
So I downloaded this Sonic Rush model from https://www.models-resource.com/ds_dsi/sonicrush/model/11250/ and it has some issues.

None of the vertices are connected, and the head has 4 faces for every face.

So I select the whole model in Edit Mode, go to Vertex> Merge Vertices> By Distance.
That fixed those issues, but now the shadows are all in weird places.

I've tried marking the edges as sharp (see Merge by distance messes up shading?) but that only makes it worse.

Q: What can I do?


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How to make a circle slowly appear in the shape of a circle in a clockwise direction?
I am making a doctor strange portal in blender 2.82, I want the portal to slowly animate in, in the shape of a circle, such that the portal appears slowly in a clockwise direction, just the way Dr Strange's portal appears. How do I do it?

Hello, for the moment it's a little bit vague, you should show some pictures and tell how realistic you want it to be

Hi. You've tagged this with animation-nodes. Is that because you specifically want to use animation nodes to do this?

Nah, not specifically, I just want it to happen one way or the other.

I would like it semi realistic (Magic isn't real anyway). I want it to open just the way Dr. Strange's portal opens, and am sorry, I don't know how to add pictures.

For those of us that have never watched the show you mention. Can you edit your question and add a reference image?


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How do I convert shape key animations to skeletal based animations?
Good day, I was wondering if there was any way to convert vertex animations such as shape key animations to skeletal based animations. I am trying to do this due to the fact that the game engine that I am working in does not support vertex animations.


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How avoid deformation of mesh after imported it on Unity?
On my job, i received a human model on Blender made from another person, i don't know how he created the model but i've a problem when import this with animation on Unity.
In Blender the animation doesn't seem to give problem.
look! All mesh's deformation are clear

The problem is when export and import on Unity. When I start the animation the model deformed in very strange way
strange deformations appear in the pelvis, under the armpits and on the neck

I've noticed that the mesh model has applied over four armature modifiers. I'm tried to delete all of this and re-apply newly the armature, but the problem still.
This the four modifier

This are my exporting setting

does anyone know what caused the problem? How do I avoid it?

It's hard to see the problem just by looking at some pics. BUT in your case, the problem might be this --> https://www.youtube.com/watch?v=ibNZbPW2by4.


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How do I align a component to another like in maya or max?
I'll be more specific so it's easier to understand my question :
Let's say that Vertex 1 is at coordinates X:0, Y:1, Z:0
and Vertex 2 is at coordinates X:1, Y:0, Z:0
I need vertex 1 to be aligned with vertex 2 on the X axis. Is there a shortcut/key/tool to do that or do I have to get into the vertex's coordinates each time i need to align?
In Maya, i'd just click on the desired axis, then hold V and translate vertex 2 towards vertex 1 and it would align perfectly.

select the verteces you want to be aligned > S to scale > choose the axis by pressing X Y or Z > hit 0. Verteces should be aligned in that axis. Is that enough or you need more complicated align?

To anyone experiencing the same issue as I did: enable vertex snap, then drag your vertex along the desired axis while aiming your cursor at the target vertex.

That seems intuitive enough to me. What is your grief with it and how would you improve it ?

Worked with all dcc's before as well and I'm waaaaay faster using blender for a lot of modeling tasks - it's an endless and useless discussion. Also consider that this is not a regular forum, it's a Q&A site, please read: https://blender.stackexchange.com/help/how-to-answer


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Quickly stack strips horizontally in VSE
So i just dragged in a couple of strips like this:

And i want to stack them horizontally like this:

I want to import a sequence of PNGs and there are more than a hundred of them... Is there any quick way to do this without having to manually drag each strips?

There is a small script for this here: https://blender.stackexchange.com/a/154436/37272


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Scaling compositor effects based on render resolution
I have various effects like film grain, blur and lens distortion in my compositor. But if I do quick 50% scale renders, the effects become too 'large'. So the blur is too blurry, for example. So what I need is for those effects to be relative to render resolution size. Is this possible?

Right click over the render resolution % (or whatever value you need), right click, copy as new driver

in compositor, add a value node, right click -> paste as new driver

Now you can do whatever you want with that value and calculate with it as you need it.
e.g.

This is just an example -> it makes no sense but this is how you do it.
Note: for blur i think you can just check "relative" to get what you want.

nice and simple :). didn't realize the resolution field can be used as a driver :))

Thanks! This has opened up many possibilities. I've added inverse math to alter lens distortion based on a focal length driver value. Wide lens = more distortion. Long lens = low distortion. This saves me manually fiddling in the compositor when switching or tweaking cameras.

Great! Glad you made it!


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Can't make proper normal map of corrugated sheet
I have been trying to create a normal map of a corrugated sheet. The low poly model is a simple cube with 8 vertices. I can't understand what i am doing wrong. When I am applying this normal map on the low poly model it's giving totally wrong result.

Avoid intersecting geometry when baking the map.

Will you please describe further, cause I think i'm supposed to keep both the low and high poly meshes together in the same origin, and thus they are to intersect each other.

You don't have to keep the meshes together, their distance is irrelevant, only how they project onto each other. Make your highpoly a lot thicker, so the lowpoly is fully contained within and there are no intersection.

You could try to use Cage option in the baking settings to start projecting normals from an offset of the surface. Measure how much the intersecting geometry sticks out and enter that distance as Extrusion value.

Hey, I couldn't find the Cage option in the Bake properties.


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An edge turned pinkish but it's not seam after putting subdivision surface modifier
I am making the Blender Guru donuts. I noticed this edge of this reddish color after putting subdivision surface on the donuts icing. It's not seam cause I can't remove it with U -> Clear seam.

What is it and how do I remove it?

Ok, now I noticed that the red edge is present in the tutorial itself, but what is it?

I guess it's the Crease, select this edge loop, open the N panel > Item > Edge Data and bring back the Crease to zero, or select, ShiftE and drag. It is used to sharp angles.

Will keeping it be right for uv unwrapping?

yes no problem, also, if you want a sharp edge but don't want to use crease, create additional edges close to the one you want to sharp

Now I understand. Thanks mate.


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how can i replicate the cluster sprinkles on this cupcake model
im modelling the cupcake below but i dont know how to replicate the cluster of sprinkles on the top.

i have had no problems replicating the smaller granules by using a particles system but i dont know how else to make it other than hand modelling the large cluster that heaps at the top which would take ages as i would have to duplicate and rotate it so it looks in a natural fashion.


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object seems to be too bright?
the eyes for the character im making stand out rediculously because its as if theyre emmitting light. it could be something obvious that im unaware of, perhaps its the image texture for the eye itself? i dont think its the lights because as you can see the rest of the textures look fine and i tried rendering with just the sun light and i still get the same problem. i had to include a .blend file of only the eyeballs because it wouldnt let me include the original file since it was too big :(

Do you perhaps have a viewer node active inside your materials?

For future reference, when asking questions about materials, please include an image of your material node tree as well as the file (when including a file). This way, there is more information that is immediately accessible to other readers that are able to help. Thanks.

no there isnt a viewer node just the simple material and output

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uv unwrapping difficulties with a table leg
i have tried various unwrapping methods to no avail. this is quite an unusual shape so i understand blender has a hard time trying to follow the topology. i have added seams to the top and bottom of the legs as well as the side but when unwrapped one part seems significantly stretched. smart uv project makes the texture look patchy also. what is the best way of unwrapping this with the least distortion possible?

Its hard to describe ... could U please share a .blend file so I could make changes and send it back to You? (btw which leg is selected now? There are three on the image but none has selected vertices like in your UV editor and something looks really weird tbh imo. U have more separated meshes in one object? Better to UV one leg and then make copies of it btw.)

yes, a .blend would be helpful. That mesh is difficult to unwrap particularly if you want a straight, seamless grain. Try creating many 'bands' around the feet to separate the different heights. The main part of the leg will have to be manipulated in the 2D editor. Try watching This

I think Mark Seam and Unwrap works pretty good, perhaps share your file + texture of this single object so that we can test