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Material Preview suddenly all black
I'm in Blender 2.82.7
I have a project on which I have worked for several days. I have been modeling a lot these last 2 days, and didn't give much attention on material preview.
When I came back to preview, I noticed that everything was black, but it was not before :

Compared to a new project :

It seems that the environment itself is all black. I have tried to change the surface type, its color, Sky Texture, but it always remains black.
Maybe I have stroke a wrong shortcut keyboard during 2 days of modeling that has deactivated "something", but I'm short of ideas!
If anyone could help, I would appreciate ! :-)
Thanks

While in material preview mode, click the arrow next to the preview buttons, and in the menu that appears, make sure "strength" and "world opacity" have some value (defaults are 1 and 0.5, respectively) and that neither "scene world" or "scene lights" are checked.

update to version 2.83

Well, I don't have an "answer", but it solved itself. I switched to eevee then back to cycles, from Render to Render Preview, and it came back.
Seems more like a bug (software, or hardware) than a subtlety I couldn't catch, but not sure.


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How to split an object/mesh via independent grid
having trouble taking a 5 sided object and splitting into separate blocks components that can fit back together via snapping whilst also keeping a relative grid structure.

So far I have only really tried using an overlay of grid Cubes overlapping the object and adjusting the vertices on each Cube to match the angles of the shape that it's overlapping but it's prone to issues and very time consuming.
Using subdivide does work in a way but it uses the selected objects shape to determine the grid structure and not a central orientation that other shapes could follow.
Is there some way to split the mesh via an independent grid? or at least split via vertical and horizontal only, not the angles it creates.
If i'm not being clear, im looking for something like using a watermelon slicer to cube up the squishy insides :D

Related: https://blender.stackexchange.com/questions/80460/slice-up-terrain-mesh-into-chunks   https://blender.stackexchange.com/questions/133086/slicing-an-object-in-4-parts

I think I found something that could work, using a boolean modifier and intersect tool. just not sure how to actually use them.

source: Stack Exchange

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

sort: votes


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How to dim a light source's effect on selected materials using light groups in the compositor?
In Blender 3.2.2 I have multiple light groups to light up a scene of objects. One light group in particular(HL group) is used just to highlight a singular object. I wish to dim the effectiveness of the HL group on the other objects/surfaces using cryptomatte in the compositor.

Enable Cycles Render Engine.
Add Cryptomatte materials pass.
Add Light Groups and assign light sources to light groups.
Render then edit compositing nodes to look like the image above.

In this example, I dimmed the white light source's effect on all objects except the middle monkey. I didn't want to dim the white light on the middle monkey. In the cryptomatte node, I added the Monkey2 surface for the middle monkey to the MatteID so it is not included with the objects effected by the dimming.

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


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Is it possible to use armatures with weight paint to shape a mesh permanently?
As the question implies, I wish to deform my mesh permanently with armatures and weight painting so that the changes I made in pose mode are reflected in edit mode.

All modifiers can be applied with the apply button. Make a copy of your file for archive.  Press the apply button on the armature modifier.  You may need to apply more than one modifier.

Ty for your input. Much appreciated :). It was the armature modifier that i overlooked.

You can deform the mesh permanently by applying the Armature modifier on the mesh object.
If you want to retain the non-deformed version, you can duplicate with Shift+D, hide the original as a backup (H), then apply the modifier. It's handy to make a "trash" collection for cases like this; You can use the M key instead to send backup objects to the hidden collection in case you ever need them again.
It's also possible to edit the deformed mesh while posed without applying the modifier, by selecting "Display modifier in Edit mode" and "Adjust edit cage to modifier result" in the Armature modifier's options.
Lastly, you can apply the armature modifier as a Shape Key, couple options to try and see what works best for your task.

Yes I had just done that by accident and it worked. Thank you for the clarification.

Wouldn't quite call it an accident if it did the trick ;) Maybe a happy accident then


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Is it possible to omit a vertex group from conforming to a shape key?
Is it possible to omit a vertex group from conforming to a shape key? I want to activate a shape key slider to change a mesh and have a selected vertex group stay in its basis position while the other verts around it conform to the shape key.

I would do the following to create the inverse of the vertex group I want to omit.  First I select the Group to Omit:

then I invert the selection of vertices:

I create this new Group To Include to include the inverse select:

I created the Basis and "Key 1" Shape Key, and here I select all vertices and effectively rotate the whole object:

But if I assign to restrict the Key1 to the Group to Include vertices, I get the desired effect:

Note that if you change the vertices you want to omit, then you should also clear the Group to Include, and again workflow the invest set of vertices to that group again.
Blend file link.

Works as expected. Thank you very much. I marked your answer as accepted.


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Where is the geometry node's scale node?

Looking to add a scale node that connects a vector output to an offset input portrayed in the image above.

it's the vector math node

Thank you, that is correct!

you are welcome

Just to be able to close this question, a short answer:
Most mathematical operations hide behind the nodes Math and Vector Math, which can be found in the category Utilities and Vector respectively.
So if you see a node that does not appear with its name in the list of available nodes, it is almost certainly one of these two nodes whose property has been set to a specific mathematical operation, and thus also shows the corresponding name in the title.
The operations available in Vector Math are:

The operations available in Math are:

Thank you for your in-depth answer! You went above and beyond.

@JustinColeman You are welcome!


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Blender CUDA Flatpack
OS: Manjaro KDE
GPU: Nvidia GTX 1650
I tried using blender from the official repos, for some reason certain features dint work.
I installed blender from Flatpak, everything works fine exept it does not detect my GPU,
But CUDA worked fine when I used it from official repos,
Does anyone have a fix for this?
I have tried reinstalling, It dint work!

You need to install NVIDIA drivers separately via flatpak to enable GPU rendering.

Run  flatpak list  in console.
Check if you have a package with application id similar to org.freedesktop.Platform.GL.nvidia
If not run  flatpak install org.freedesktop.Platform.GL.nvidia
and install the latest drivers.At the time of writing this the latest driver was org.freedesktop.Platform.GL.nvidia-460-27-04


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How can I move an edge loop along its normal?
I scaled the loop and it only moved along the XY plane.

Actually, I hope to get the result like below in the Maya.

So, I wondering if there is any way to move the edge loops along their normal.
Thanks in advance.

so what are you doing exactly in the second screenshot? it looks like you scale 2 edge loops?

Alt-S (Shrink/Fatten) will move vertices along their normals.


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Separate mesh by coplanar, contiguous geometry
I'd like to be able to separate an object into multiple objects based on faces that are contiguous and coplanar.
So for example this maze wall mesh

would turn into many wall objects; where each object is a flat plane representing one wall.
(Simplifying the geometry isn't important for me, just having each wall be its own object).
Is there a way to accomplish this?

What about an applied Edge Split modifier, follow by P > By Loose Parts in edit mode ? https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/edge_split.html + https://blender.stackexchange.com/questions/157306/how-to-separate-mesh-island-in-an-object-automatically

@Lutzi that seems to be a complete answer, you should probably post it as such.

Do you want one object per existing face?

Do you want "contiguous and coplanar" faces to be in the same object ?

@moonboots not necessarily per face because some of the walls might be split up or triangulated.

@StefLAncien Yes; same object. So each 'flat wall' from corner to corner is an object, even if the wall is made up of multiple faces

@Lutzi Beautiful. This is what I needed Thanks.


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Why isnt my code not creating keyframes to all the active objects?
So im facing issue with my python code which is as follows.
objects= ["sphere","cube"]
c_frames=60
for k in objects:
    bpy.data.objects[str(k)].select_set(True)
    bpy.context.view_layer.objects.active=bpy.data.objects[str(k)]
obj = bpy.context.view_layer.objects.active
obj.keyframe_insert("rotation_euler",frame=c_frame)
bpy.ops.transform.rotate(value=0.151266, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SPHERE', proportional_size=0.318631, use_proportional_connected=False, use_proportional_projected=False)
obj.keyframe_insert("rotation_euler",frame=(c_frame+5))
obj.keyframe_insert("rotation_euler",frame=c_frame+5+10)
bpy.ops.transform.rotate(value=-0.151266, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SPHERE', proportional_size=0.318631, use_proportional_connected=False, use_proportional_projected=False)
obj.keyframe_insert("rotation_euler",frame=c_frame+5+10+5)

For this code blender is selecting both the objects but is creating keyframes only for the cube but not for the sphere. I  want the code to create keyframes for all the objects in the list. Kindly let me know what it is that i'm doing wrong, and what is the way to go about it. Thank you.

Most likely because your indentation is wrong. Also make sure you are assigning objects in context, replace: bpy.data.objects[obj_name] by bpy.context.scene.objects.get(obj_name), related: https://blender.stackexchange.com/questions/132825/python-selecting-object-by-name-in-2-8/132829#132829 and I'd suggest get rid of the transform operator if possible, then you don't have to set the active object. How to insert rotation keyframes propperly: https://blender.stackexchange.com/a/60238/31447

Oh i thought we can first select all the objects and then set keyframes to all objects together. Thanks for the comment.


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How to multiply vector by scalar in material nodes?
I'd like to do arbitrary vector math with the camera position, shading point, and possibly other points. As a test case (blend file), suppose I want to make a shader that will draw a simple gradient based on distance from the shading point to the camera in one of two ways.
The two methods of getting the desired distance are:

"Camera Data.View Distance" as the control.
Computing the length of a vector equal to the unit vector given by "Camera Data.View Vector" multiplied by the scalar "Camera Data.View Distance". This is the issue.

The node setup looks like this:

What can I put in the "Vec * Scalar?" frame so that the material will look the same no matter how the "Selector" Mix Shader Factor is set?

You should think more about the data types. If you want vector*scalar, use MixRGB set to Multiply (an RGB color has three components, like a vector), and not a simple scalar math node. See my answer to this question for an example of vector*scalar: Scale Texture with a Value-/Math-Node
Also your selector seems to be a Mix Shader (I didn't download your file, but it has shader inputs and outputs), and you should not put scalars into a node that expects shaders.
EDIT Just for completeness: There are also other ways of doing vector*scalar, like using a vector Mapping node and setting the same X, Y, Z Scale, or separating the vector components with a Separate XYZ and multiplying the three scalar coordinates individually, and merging them again with Combine XYZ.

MixRGB only does vectorscalar in the 0-1 range, otherwise you have to use vectorvector. It also doesn't accept negative constants. Mapping is only vector*vector constant. Separate XYZ seems to be the best solution; just stick it in a group and copy it around.

If you don't mind using Open Shading Language, it's pretty easy to do make a script node that does vector component multiplication:
shader osl_vector_multiply(
    vector InVector1 = 1,
    vector InVector2 = 1,
    float InScalar = 1,
    output vector OutVector = 1)
{
    OutVector = InVector1 * InVector2 * InScalar;
}

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


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Weight mirroring fails with a error
Before I continue, I probably should mention that I already have tried copying vertex groups and mirroring there and also mirroring through the weight tools (I believe it's the same thing, but still), have X Mirror option enabled as well (yet it looks like it ignores it for some reason). The model is centered in the scene, everything looks fine, vertex groups names should be fine as well. No idea what's going on there, but whenever I try to copy one vertex group to another Blender hiccups and shows a error, that says: 0 vertices mirrored, 228354 failed.
Here's the file with the problematic mesh: https://drive.google.com/open?id=0B73O5HTSV-kHZ0hldVJ6RDdYMGM
So, as you can tell that last rigging part basically now has killed the whole work I did there. Thanks in advance, kind people, I really hope that some Blender veteran knows what's going on.

Turns out the mesh itself was unsymmetrical and that caused all problems in the end. The solution was to select all vertices of the mesh in Edit Mode and apply Symmetrize function.

The solution for me was to switch to edit mode Tab, select all vertices A, and apply (Snap to Symmetry).

welcome to Blender SE.
I got a small portion of the mesh mirrored (4723 out of 218908) by checking off All Groups and Topology Weights in the mirror tool options in weight paint mode.

By the way, while the armature object is centred on the x-axis, it isn't fully zeroed out on y and z.  That may not matter for mirroring weights, but that could pose problems (no pun intended) if you proxy your rig into another scene file.  Also, you might be able to throw a decimate modifier on your mesh and lower the poly count.  I tested it on 3 iterations and it looked pretty good still.

First of all, thank you for the answer (wow, that was fast). Sadly, it didn't help. Fixed Y and Z too. Already had what you've mentioned unchecked, tried to play with those settings and the only thing I got was 44 vertices out of 29289. Spent so many hours on that thing, there should be a solution or this mesh will have poor weights forever. By the way, thanks a lot for mentioning Decimate modifier, I was looking for that today.

Hmm weird, not sure why your having no luck on the mirror.  I would retry the mirror tool after taking the poly count down.  The mirror tool doesn't handle a high polys well.  Also, did you have those mirror options unchecked?  I mean try checking them.

I finally figured it out. Turns out the mesh itself was unsymmetrical. I was sculpting for the very first time and I didn't turn on the mirror function right away as I remember now. That caused the mesh having different vertices for one side. Silly me. Just used the Symmetrize of Edit Mode in the end. Thanks for the help once again, Mike.

Glad you figured it out.  I was about to suggest doing a fresh mirror modifier, you beat me to it.

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


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Can not open .OBJ file - Permissions Denied
Similar to THIS question, which has no definitive answer, I am unable to import an .OBJ file into Blender.

As you can see in the photo, the directory that is being held hostage is: C:\\Users\\Fiver\\Desktop.I am not sure why this DIR is even being referenced, as the .exe is being launched from a totally different location, and the .OBJ file is not located in C:\\Users\\Fiver\\Desktop. (why this dir is referenced is strange, and also it is strange that there are TWO backslashes in this path).
The permissions to the file, and its folders are all set to ALLOW, for all users. I can easily open this file with OPEN3D without permissions issues.
Is this a known bug?
Using Blender 2.78 on Windows7 64 bit.

Does this happen with just this specific obj file? Have you tried importing other obj files? Please try the following, 1- import another obj file from the same location. 2- import this specific obj file from different location.

I can open other obj files from same location, but can not open the one I want, regardless of where it is stored.

Then could you provide a link to this obj file to be able to help you?

@Tak https://drive.google.com/open?id=0B_fCZJv3NQ_nbjNZYlBwSEwzeFk

The error message suggests the importer is searching for materials in the "Fiver" path, rather than the obj file itself.

the only thing I can think of that has anything to do with that is that I am using Dexpot which creates numerous desktops in Windows, however as stated in the comments above, I can easily open a different .obj file from same location.

@KalamalkaKid I've tried importing the obj file you provided it was imported successfully with no errors as shown here http://pasteall.org/blend/index.php?id=45095

thank you, I can open the file, but it does not solve the issue. It seems the issue is from .OBJ files I am converting from MESH files in XNALara. I tired another Mesh-->OBJ file and i get the same error when trying to import into Blender. I am going to need to figure this out. I am curious why your Blender opens the file, but not my Blender.

Line 1 of the obj file mtllib C:\Users\Fiver\Desktop 3\Popori_F_Event-02a_08_00\NEW.mtl  .  (Material file for the obj file) This will be a setting that can be changed in whatever the program is you are using for obj export.

@batFINGER thanks for your reply, but im not sure what the texture map file (MTL) has to do with why i cant open this in blender. ?

That's what the error message is telling you..  mtl = open(mtlpath, 'rb') the import script is trying to open that file and getting a permission denied error.

I see. So how do i fix this? The permissions for the MTL file are wide open for all users

http://www.tombraiderforums.com/showpost.php?s=1f6504dc4398e0cce78e6d3ac3301c1a&p=6495118&postcount=2

@batFINGER  not sure where this is going. "you need to copy the folders for the models used in the scene to the same location as the exported .obj file", There are no folders. There is one folder with ALL the files. The other user above was able to open the OBJECT file on its own without any other material. Why is that?

I'm on ubuntu and can import obj ok without materials/textures  , with warnings, as that file path doesn't exist, assume same for @Tak on whatever OS he's on.  It appears you do have that path and your OS is spitting the dummy with permission denied.  Could try editing the path in the obj file with a text editor, to a non existent path, or as suggested in forum post copy materials to same folder as obj and if needed edit material path accordingly.

I'm on both windows 7 and macOS and I get the same warning as @batFINGER , and there is a warning in the import Material not found MTL: 'C:\\Users\\Fiver\\Desktop' so as batFINGER suggested try editing that path in the obj file which is found in the first line of the obj file mtllib C:\Users\Fiver\Desktop 3\Popori_F_Event-02a_08_00\NEW.mtl edit it and make it point to the correct location where the material is found.

@tak The 'NEW.mtl' file is already in C:\Users\Fiver\Desktop 3\Popori_F_Event-02a_08_00. When i import the OBJ file in Blender I can see the 'NEW.mtl' file right below the OBJ file in teh BLender import window, so its in the same DIR

@KalamalkaKid make sure that you the current user has full permissions in this specific path and mtl file.

@batFINGER editing the path in the obj file with a text editor, to a non existent path did not work either.

moving the entire DIR to a folder on C drive worked. perhaps it was the space ?

No, it looks like a permission as mentioned before.

ok well, i still dont understand why its a permission issue considering all the folders, files, and directories are all available to all users & admins. In any case, thanks for your help.


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Texture paint not saving
So today i was painting an object, when going to layout mode everything i painted is gone and the part returns back to gray color, ive tried everything but nothing fixes my problem

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

Please add images of the problem to your question, preferably showing the whole screen.

what Blender version do you use? In the latest versions, when you close Blender, it should ask you if you want to save the pictures

I’ve had the same problem before so I think I know what you’re doing, but I’ll clarify what isn’t the right way to save textures inside Blender:

Used a memory image texture created using Blender’s New Image button on the Image Texture shader node
Painted some stuff on the image (and maybe turned on automatically pack resources)
Saved the .blend file

…and when you open up the file again, it doesn’t work.
The problem with that process is Blender saves images and the other stuff separately.
You need to do steps 1 and 2, but then navigate to Image* (The * means that it hasn’t saved the image) and then click

This will save the image inside of the .blend file, allowing you to save your texture along with it. (Also, you should probably turn on automatically pack external resources just to be safe, but that’s just my opinion.)


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Problem while resizing tabs

alright so today I was resizing the encircled tab but now when i try to resize it again its linked with the preferences tab, how do I unlink them?

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

This post helped me a lot with viewport controls https://blender.stackexchange.com/a/165915/110840


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Rigging: Lead/Drag/MOvement bone
I am trying to rig a character. And I have an issue. I am trying to add a bone that will hang above the character and handle directional movement for it. All it would do is drag the rig, but for some reason, the bone doesn't pull the skeleton with it. How would I make it so that the hanging bone make the whole rig move.


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Having troubles with making a rig work. (Jaw face and neck seem to move incorrectly)
Sigh, I have been working on this model over and over again. And i had to trash the old on and make this new one. But everything I try to make this model work correctly fails. the Tentacles work, the legs work. but the face doesn't work. I have tried weight painting and everything, and this dog will not move the way I want him too.
Please someone, anyone, help me. I don't know what I am doing wrong. I have tried everything.  I even tried manually weight painting every single bone. but there is something about the dog that just wont work.
His jaw and face and neck is thru problem, the move so awkwardly, shrinking and growing with the rotation, or noting in a way that is not even close to how I move it when I use any of the tools.
https://pasteall.org/media/b/4/b4871f2e74f656e7a71d6e58ec80bd52.blend

You have a weight painting problem.
Switch to the model and enter edit mode.  Select one of the vertices in the jaw. Open the side panel and switch to the item tab.  Open the Vertex Weights tab and have a look:

The lower jaw is spine.017 but you're also having the vertices influenced by the upper jaw spine.014.
Select all of the vertices in the lower jaw.  Go to the Object Data Properties and find spine.014.  Select it.  Click remove.  Then Next select spine.017, make sure Weight is set to 1.0 and click assign.

You have a similar problem with the upper jaw, but with the bones reversed.
After that you'll have to experiment and see what other vertices are assigned to multiple groups.  Some should be, as some vertices need to move under the influence of two or more different bones, but many should not.

A full 12 hours of trying and that didnt work. Nothing seems to work.

It worked when I tried it on the file in your question.  What doesn't work for you?

It just doesn't work. I did what you said, and the head still behaves very wrong. It twists to the left or right upon up and down rotation. I went  vert by vert all over this thing body. I even tried unparenting and starting over and it still just moves incorrectly..

I just tried again, and the model now just doesnt work at all. Now the whole thing crumples like paper im so bad at this

You're not bad at it. It's just a hard thing to do.  Weight painting is one of the hardest parts of rigging to get right.  Maybe practice on simpler models until you get a feeling for what you're doing.  I started out practicing on a sub divided cube with only three bones in the armature.  Maybe this tutorial will help.

So give up... cool

I didn't say "give up". I said "work up to it".  Practice on simpler things and move on to more complex things until you're comfortable enough to do this one.


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Rigging: How to rig an emotionless dog face and ears?
Im continuing on my journey on making more models in blender. I made a funky looking doggo. I am well aware he has alot of bones for his tentacles. Im just trying to get help with his face. I am finding I am having a hard time making his top and bottom jaw open correctly. It should open like a hinge. very mechanical. But when I open the jaw, It sort of.... bends. same with the ears
I used the Wolf rigify and modified it slight modifications to it and parented it with automatic weights
So. in short. How do I make it where the ears and jaws move as if they are on  hinges?
File here: https://pasteall.org/blend/5af82a1403ec424c9099313ec84bec42

First thing your armature is stretched so you need to apply the scale. For the lower mouth, at least 4 bones influence its topology, you need to correct that in Weight Paint mode:

So I deleted the random bones in the side and i went into weight painting mode but I can't seem to get it to work. How does the program know the place i am painting belongs to that bone?

You need to select the armature in Object mode, shift select the dog, switch it to Weight Paint mode, select the bone you want with Ctrl left click, and paint. If you want to paint through, deactivate the Brush Settings > Advanced > Front Faces Only option in the N panel, and also select Falloff > Projected

To be honest.. I think this worked. but im not really good at it.. sorry Moon.


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Extrude normals not working properly
When I extrude these faces along normals with Alt+E and select Extrude along normals my faces get extruded wrong, even If I select Offset Even the thickness of the model is wrong.
I reset all my settings and reopened Blender before trying to replicate this behaviour. It still happened.
So here's what I expect

Heres what I´m getting

maybe first try to apply the scale of your object in Object mode (ctrl A)

Can you put that in the answer to this question? This worked.

You must have changed the scale of your object in Object mode, you need to apply the scale with ctrlA, otherwise you will have some stretch effects when beveling, shrink/fattening, etc.


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How do I add more than 8 channels to the VSE?
I am struggling with the audio track (it refused to save the fade in markers I’d placed). I muted the first because I wanted to use it as a guide for the new one, but didn’t realize one a transition was in Channel 6 (original audio in Channel 7, the top most I can see). It never appeared, so I moved stuff around and made room for the new audio in 6. When I pressed playback I could hear two audio tracks playing, slightly off synch. I deleted all audio tracks, but the audio still plays (out of place from where it needs to be).
I’ve spent hours watching videos, and scanning tutorials and the help guide, but can’t find anything to tell me how to view the rest of the 32 channels where I think the errant audio strip is hiding.

In Blender 3 and above you have to drag a strip to the area of the hidden channels in order to make the visible. It's not enough to simply scroll there.

Thank you! This is one of those 'hidden information' things that are hard to intuitively test out or even find from web. Especially since scrolling is not enough! Lifesaver!

@ManuJärvinen I know! Took me some time to find out too :D.

The VSE can have a lot more than 32 strips. You will find a scroll bar to the left of the VSE that you can use to scroll up/down through the list of strips.
Use  MMB to pan around the VSE.
Use ⎈ Ctrl MMB to scale the vse display, so that strips may be smaller/larger so that more strips can be visible at the same time.
This same control works the same in most editors.

And after extensive reading of the manual, I tried the very simple trick of clicking the Home button to "view all sequences" and lo and behold! All of the channels being utilized and THREE additional audio files hanging out out of sight of those first 8.


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Is there a way to prevent mesh editing when importing via the API?
When appending models to a scene via the API, is there a way to prevent the end users from editing the mesh? The use would only have access to the translation and material setting properties ideally. What I am looking for is similar to Arnold Archive meshes in Maya, if anyone is familiar with how that works.

In general this is possible, but a few conditions must be met to achieve this.
First off, to prevent the end user to accidentally edit the mesh, it has to be linked instead of appended to the file. In order to answer that from a scripting point of view you need to provide more detail on how you handle the appending currently. There are low-level and high level approaches to this, so please add your code to the question. The tricky part is that if you want to edit material assignment, only the mesh data must be linked, but the object must be local. If all tansforms on the incoming object are applied, that would be trivial. You could then create a new mesh object in Python, and use the linked mesh datablock in it. Otherwise, things become more tricky or require end user interaction.
Note that linking the mesh in will also mean that whenever the source mesh in the source file is updated, it will be updated in all files that link it as well on reload.
Second, by default Blender associates the object data datablock with the material. That means, the mesh datablock you have just linked in also defines what materials are assigned to the mesh. Since now the data is linked and unchangeable, you can not change the material any longer. The solution to that is to set the material link to 'Object' instead, like in the answer given here.

Thanks, only stub code at the moment so nothing really to share. I wanted to make sure it was in the realm of possibility as I concept the functions of the add on.


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UV grab/scale/rotate doesn't work
I have a problem with grabbing uv maps in the UV Editing window. I can select an uv selecting a mesh in the Edit Mode, then when I'm trying to use move, scale  or rotate uv in the UV Editor, nothing happens. In case it was a bug, I've just downloaded the newest build and unfortunately still have the issue.
Does anybody know how to resolve this problem?
Thank you.

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

Came out that it's just a file error - I created a new file and appended my object.


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How to create this extruded piece from a rectangle?
I have to solve this problem. How can i extrude that extra piece in the middle. Thank you!

I would probably start with an "Inset" operation (I) to create the geometry for the center hole, then move it slightly on the Y and Z axis and then eventually remove the face in the middle of the inset. Further detailing steps (such as solidification and bevelling) are of course necessary but that should give you a starting point.
If that's not what you were after, please clarify the question. I'm assuming you want to model the pictured piece in Blender.


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How to cut a rectangle out of a cylinder?
Which is the best way to model this circle?
How to cut out a rectangle out of a cylinder?
I have issues with the subdivision modif.
Maybe boolean?

Your shape is a little bit more complicate than just rectangles on cylinder, but if I had to do the basic shape of rectangles on cylinder, as it is a pattern repeated around a circle, I would do it with a Simple Deform modifier / Bend mode:

First create your pattern with a plane that you rotate, subdivide, extrude, as it is symmetrical on the X, Y and Z axis you can use a Mirror modifier with the Clipping option activated.

Repeat the pattern with an Array modifier. Enable the Merge and First Last options.

Apply the rotation of your object (ctrlA) to make sure it is. Give your object a Simple Deform modifier, choose the Bend mode and a Deform Angle of 360°.

Now as you are going to add a Subdivision Surface it's hard to keep a rectangle without completely messing the mesh. Here is the topology I would personally use: Create a bevel on the 90° rectangle angle, join some vertices, dissolve some edges, add some edge loops to sharp the angles, as below.

You can continue to work on your basic shape so that it looks more like the real one.

I've tried it the first time and it works, Thank you.. BUT, i've tried it again and than i got an ugly oval circle... What can be the problem? During "apply roation" or extruding? Pls can you help me again?

could you please share your file?

I got it :). I've apply not only the Rotation but also Scale. Thank you very much!


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How to add image texture to objects material?
I'm trying to convert my ply file into a .fbx or .obj file without losing texture, and I found an answer which details the following steps:

UV Unwrap the figure, then bake the vertex paint to a texture.
Save this image texture and add it to the object's material.
Set the texture mapping coordinates to UV and set to influence the color.
Export the file as a .obj file and the obj will keep the object UVs which    can be used to apply the texture correctly

I'm new to Blender so I am afraid I don't understand a lot of things intuitively. I've followed the steps but I am not able to recreate the texture that I can see in Blender, in Unity. It seems to have a dull grey color whereas the original was metallic + black.
I think I have done the UV Unwrapping and the baking part properly. I'm unable to check if my image texture has been saved to the object's material. Is there some way to know if I've made any mistakes in the process? Or is there a better way of doing what I want to achieve?
Details:
If needed: my .ply file -> https://drive.google.com/file/d/1fBj0X7NPygg1BW09rgJPq064odtuI72X/view
After file conversion - I get this .fbx object -> https://drive.google.com/open?id=1Sa_jq78hcrG5wrQ0PLGTxUx2r7ZyyE8p
Screenshots:
Needed texture (seen in blender perfectly)

Baking step

Texture saving part

Final result in Unity after importing the fbx file (lost the metallic texture)

https://blender.stackexchange.com/questions/8697/how-do-i-put-an-image-texture-on-a-material-in-cycles/8698#8698 https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/57541#57541


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Pose object movement problem
I have a character created and rigged in T pose. The character is 'naked'. The Armature is the parent to the 'body'.
I'm trying to add some clothing to the character. I created some simple shorts and used the armature as the parent.
I fixed some issues with 'splitting the shorts' by merging the verts and removing the doubles. I then fixed issues where the shorts were 'stretching' as they moved by setting the rotation and scale.
My issue now, is that when I pose the character and try to move its leg - the leg moves 'outside' of the shorts (like it moves faster and goes outside of the mesh). I've tried weight painting and pretty much every solution I could find but nothing seems to be working.
I'm VERY new to modelling, so any help would be greatly appreciated!
Thanks in advance~

You mean the body is a child of the armature? Otherwise that probably doesn't work properly.
You could try to use a shrinkwrap modifier on your shorts, but that's no guarantee. You could also weight paint the vertices completely hidden by the shorts and use a mask modifier to hide them whenever your character is wearing them.


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Proper modeling to sculpting process
So here is the issue I am facing. I first model my ... well.. model and I then bring it to sculpting and at around 1milion+ polygons ( or tris and other stuff) I start getting really laggy. I mean my machine is okay, I am a programmer so it's decent but the GPU is mediocre at best, but I am not sure that has that big of an effect in this.
Specs: AMD Ryzen 7 2700 Eight-Core Pro, 16GB Ram, SSD, B450M DS3H-CF GIGABYTE motherboard, Radeon RX560
My process is as follows. I create a low poly model

After that I subdivide it on around 3-4 viewport, I join the stuff that needs to be connected (the meter and the glove) via CTRL + J I believe, and then go into sculpting with Dynamesh enabled on 50 and constant detail. I get to this

Now, this gets laggy even tho it isn't even that high, I want to try and remesh it but remeshing is awful, using 0.1m voxels is horrible and wrecks my sculpt while bringing that down makes the lag even crazier. I'd appreciate any tips on how to make this process smoother and more proper. And if the shitty GPU is at fault, can you still please share the proper workflow regardless if the GPU can handle it or not? (I've seen some videos where they sculpt with ~5million polys easy)
Any additional info I'll provide if needed
Thank you very much!

in the second screen you are in edit mode, not in sculpt mode. That's the problem: edit mode is really slow with a complex mesh. is it slow also in sculpt mode?

Yes it is, it's quite slow in the sculpt mode as well, not just slow, but rather laggy.

I suspect that 50 as details level is really huge. try to stick to 20 or 30


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UV Unwrap Problem

I just want to ask why the uv layout is not perfect like the object? i need the perfect circle for sewing pattern, but the uv got problem, pls help me thanks so much in advance ^^

Because you use NGons. Ngons are more than 4-sided faces and cause problems with nearly all known workflows sooner or later, so should be avoided in most cases.

then, what should i do to fix this sir? and i dont know what is Ngons ^^ thanks to your answer

This might help with modelling http://topology-guides.tumblr.com/ and this might help with UV unwrapping http://blender.stackexchange.com/questions/74041/how-to-perfectly-align-uv-coordinates-automatically/74045#74045 also this http://blender.stackexchange.com/questions/73419/texture-appears-differently-across-surfaces-of-a-complex-object/73533#73533


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DXF export have problems

Hi to all, is there anyone know how to fix this? i want to export blender to touchcad, using dxf format, my problem is, look at the image its only one object, but when i export it to touchcad the vertices seperates, i mean it goes not only 1 object, the lines seperates and vertices... does the dxf export have problems? hope someone will help me

Not sure but this may be a limitation of the DXF format itself, what happens when you re-import the same DXF file back into Blender?

i cant try, coz my touchcad is trial only, i dont have the HASP

I came here looking for a solution myself, though I have not yet found it. However, I will comment that the type of object that you would want in the DXF is called a polyface mesh. It would be a single object. It also allows for each individual facet edge to be hidden or visible. -Joe


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IK Rig (Pole Target Issue)
Hello there so i have a mesh with IK set up for the arm however as soon as i add a pole target and go back to Position moving for the IK Arm It Screws up the Mesh this only occurs after adding the pole target it works fine without it. Here's a video so you guys can see exactly what's going on http://puu.sh/tCZCS/3039f37ae6.mp4 Right Click Save as Mp4
Notice how in the beginning the IK works fine and after the pole target is added it just screws it up why this happen i need to understand what i did wrong also can you add more then 1 pole target in blender?
My main goal is to just have smooth rotations kinda like how IK does it with positioning it doesn't support Rotation Since IK only works for positioning

have a look at this: http://blender.stackexchange.com/questions/19754/how-to-set-calculate-pole-angle-of-ik-constraint-so-the-chain-does-not-move/19755. Your question is probably a duplicate, but am not sure.

I'm a bit confused reading that other link. Basically what's happening is that the IK works fine without pole target as soon as the pole target is added it ruins the IK positioning and this occurs ONLY after adding the pole target i don't see how it ruins the chains as you can see in the video anything else i should do in order to prevent this?

No, it does not ruin it. Pole target purpose is to influence the direction to where the IK chain is pointing. Without it the IK chain points in "some" direction, but when you add it, it points in the "defined" direction. To make the "some" direction be the same as the "defined" direction in rest pose you need to calculate proper pole target angle or engineer the bone chain such it does not move in first place (by aligning it on local X axis for example).

that video was kinda bad since i added the pole target near the hand rather then near the elbow where it should be. Here's another video of the pole target being in the correct place but yet the same issue still occurs http://puu.sh/tUcNL/30eaaaa60b.mp4 any explanation as to why this happens despite the pole target being a proper position unless the elbow is also not the correct place.

Turns out using a curve is not a good idea i managed to get it working by using bones only as the pole target and still keeping the chain in shape without distorting like how it was before.


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Show Multiple Weights

I would like to see multiple weights and not just the active bone why in weight painting mode you can only see 1 at a time it's kinda annoying clicking back and fourth just to compare is there a modifier or something to fix this?

And how would you expect that to work?

good idea, non active weight paint could be pink and yellow instead of red and green.

You cannot see simultaneously two weight influences. I don't know how that can be possible to see on the same mesh as they may overlap.
Though, even if that does not answer the question, you can use the "multi paint" option in the drawing toolshelf.

As indicated in the tool tip, that allows to paint over the selected bones and maintaining their relative influence.
So the paint will affect these bones so that they stay relatively the same between them but change relatively to the other (non selected) bones.
But doing that you cannot compare them, as, as you can see the color shown here is homogeneous.
What you can do, though is opening two views, one with your model, one with UV image editor and proceed to an opengl rendering:

this didn't really answer my question but its good to know what you said so thanks

I was trying to show what was possible with multiple bones selection. But short answer can be "no, you can not do it". But as @DuarteFarrajotaRamos said: "how would you expect that to work?"


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Uv Sphere Unwrap Perfect Square
Hello all i'm trying to do is get this sphere
to be unwrapped as a perfect square to fit into the image i've been playing around with the uv settings can't seem to figure it out if anyone here knows how to do that please let me know thanks.

Also see https://blender.stackexchange.com/questions/10741/what-is-the-best-way-to-unwrap-a-sphere

nope i read that already didn't help also don't mark my post negative quit judging stuff so fast young man thanks have a good day

@WakaFlocka - I'm really curious what about the first post didn't help.  It's exactly what you're asking for isn't it?  If not, please add more info.

I'm putting this here for completeness because I haven't seen it on BSE.  You can also use the Sphere Projection option in the Unwrap menu.

Then in the Tool Shelf set the Direction to Align to Object:

It works for me. not only spherical but also irregular sphere shapes as well. Thanks


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View Last Frame Outline While On Current
Is there a way in blender to view the last frame as an outline while on the current in adobe flash it's called onion skin this is useful so we can animate better and know where the last frame was instead of going back and fourth

When animating an armature you can use the ghost feature in the armature tab. The range value determines how many frames it will show at once.

And the result:

Update:
New result with your .blend:

didn't work i'm trying to view 7 while still on 8 as you can here https://gyazo.com/a0e65d015897d4defc0618d3187a9d21

Looks like the range value is set to zero. Try setting it to something higher.  I'll update the screenshot to make this more clear. Also try playing back the animation from the start.  Sometimes the ghosting doesn't appear the first time you turn it on.

still not working also the maximum amount is only 30 my animation has 34 frames why is it only 30 the range i'm talking about

Its 30 frames relative to the current frame.  If you're at frame 50 in your animation it'll show you frames 20 through 80.  It shows 30 frames on the front and back of the current frame which would be a total of 61 frames.

If its still not working feel free to upload your .blend here: https://blender.meta.stackexchange.com/questions/344/where-to-upload-blend-files-non-expiring-links

its private sorry just explain why it isn't working after following your steps i set it to 30 and set steps to 2 but nothing showing up why?

Hmm, I can't seem to reproduce the problem. The ghost effect shows up for me without fail.  I'm not sure I can be much help without a .blend file.

Alright, it seems the ghost effects are showing up, its just that they aren't very obvious with your custom bones.  I found the best settings for your animation was to set the Step Size to 1, and the range to 23.  Also, you could consider changing your theme to Ubuntu Ambiance, it makes the ghost effects show up in bright purple.

did that and i don't see anything show me a screenshot also i'm trying to get this http://puu.sh/wDzAU/93a22079d1.jpg to be shown on this http://puu.sh/wDzB3/e276d01b83.png

It won't show the meshes, only the bones.  I've uploaded a gif to the answer.  There isn't a way to display ghosts of mesh objects afaik.


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When mesh objects are added together in edit mode to create one single 'object', how can the intersections between the mesh be removed?
Is it possible to remove the internal intersections of mesh that have been added together in edit mode to create one 'object' - ideally creating a smooth interior, e.g. for 3D printing?
I have tried booleans but they are so destructive I'm really hoping for another fix..
This is what I have right now:

And this is what I would like it to remain looking like this on the outside:

What I would like it to look like on the inside is a replica of the outside, with all the redundant mesh removed - like the inside of a toy or a clay model that has been hollowed out.
Booleans are just not working, they absolutely destroy the mesh whenever I try to use them.
Literally dying trying to figure this out, so any help would be immensely appreciated.
The key issue is that it's for optimising a model for 3D printing, AS WELL AS keeping it smooth on the outside (and non-manifold)
Thanks!!

I'd say the most efficient way here would be using Boolean Union.

You can use the separate operator and apply boolean modfier.
1 - in edit mode press p and select "By loose parts"
2 - go to object mode
3 - open user preferences
4 - enable the booltool addon
5 - in object mode, select all separated parts of the mesh
6 - go to booltool tab and press union button
5 - it is all

Please give some steps as to how the user can do this.

I would approach this by using face-select mode, and selecting the visible faces of each constituent element of the model, and assigning the vertices comprising those visible faces to a separate vertex group for each element. If a face is partially visible from the exterior of the mesh, I would assign it to the group. When all of the visible faces of all of the elements have been assigned to vertex groups, hide all of the groups, using the H key. Select the remaining vertices, and delete them, and unhide the vertex groups using ALT-H. Then stitch the constituent elements together.

I ended up using the circle select to select all the visible faces of the object (i.e. the components of the overlapping meshes that were not overlapping, and visible on the surface), then duplicated (shift-D) the resultant 'shell' - this did the trick! Then extruding and scaling the shell, or adding a solidify modifier worked a charm.
Wahoo!


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Import texture on downloaded object
So i have downloaded an object, when i open it on blender, it shows gray object (no texture). There is a file called "character texture.psd", how do i apply the .psd file on my object? I'm new on blender, glad you'll help.

As Mr Zak said, .psd is a proprietary Adobe project filetype, which is not supported by Blender. You will have to import the file into an application compatible with Photoshop document files and export to a supported raster format (jpg, png, tiff etc)

@veryRandomMe PSD is supported, but there are limitations, see: https://lists.blender.org/pipermail/bf-blender-cvs/2013-October/059753.html

@RayMairlot good to know


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Liquid lighting artifacts
I am currently working on a slime character splatting onto a branch using mantaflow fluid simulation. I am so close to my desired final look, but the last problem I have is that the lower half of the simulation had bizarre, jittery lighting. I am mostly confident that this comes from the automatically generated geometry from the fluid mesh, but I don't know how to fix the issue. I have tried increasing the Upres factor and Particle Radius, but while the smooth shaded model is a bit more refined, the lighting issues persist.
If anyone has done slow-moving liquids before and seen this issue, how did you fix it?
Here is the Vimeo link: https://vimeo.com/492565125

Apparently, increasing frame steps fixed the issue and made the whole thing look a bit smoother.


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NVLink Pooled Memory Issues
My issue I seem to be having on one system is NVlink is plugged in, SLI States enabled maximize 3D, but still the information is duplicated. both cards are 2080's and the scene is a total of 11.6 gb vram. on CUDA ,system crashes or blender crashes, or goes right to launch error Cuda memory, on Optix, render gets half way through then provides CUDA error. any solution on a fix? or is the quote below false and we cannot free up the extra memory on 2 cards. Next does this apply to 10 series cards in SLI, all my cards have SLI plugged in now for testing I have x3 Titan XP's on one system and all have duplicated 11.6 gb vram.
System in Question
core i7 8700K
64gb Ram
x 2 MSI 2080's
Blender website Quote
"Allocates resources across multiple GPUs rather than duplicating data, effectively freeing up space for larger scenes. Note that in order for this option to be available, the GPUs must be connected together with a high bandwidth communication protocol. Currently only NV Link on Nvidia GPUs is supported."
Any Insight would be Great :)

I was curious about this myself.  I found this article:  https://www.pugetsystems.com/labs/articles/NVLink-on-NVIDIA-GeForce-RTX-2080-2080-Ti-in-Windows-10-1253/
Appears memory pooling is only available on Quadro platform.  SLI is unfortunately not very useful on the consumer side anymore.


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Scale problem when using bevel along path
In below image the orange vertices is/are the path and scale I would like the bevel (with an object) to follow but the gray shaded 3/4 ring is what I keep getting. I've applied  scale transform in object mode prior to making the 3/4 circle a path, but same results. tried 2D & 3D same result.
Other image is one side view of what I'm trying to create. Maybe there is a better approach?

I believe I solved the underlying problem (s). It wasn't a scaling issue but probably an origin issue of the path of the 3/4 arc- circle. Fixed by making sure my profile (bevel) path was at inside edge I wanted to be inside edge and then had the 3/4 circle path be at  3D curser (or center of circle) and reversed segment path.

I believe I solved the underlying problem (s). It wasn't a scaling issue but probably an origin issue of the path of the 3/4 arc- circle. Fixed by making sure my profile (bevel) path was at inside edge I wanted to be inside edge and then had the 3/4 circle path be at 3D curser (or center of circle) and reversed segment path


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Blender v3.6 Geometry nodes viewport & rendering not displaying
Something strange happened to my node group overnight. I viewed the node group output in the viewport, and everything looked as it was suppose to, I left computer and when I returned in the morning the node group would not display at all in viewport, I rendered the image I only got bit and pieces and jumbled. Maybe the cat danced on the keyboard while I was away, but I think it is something else. I added a mesh cube directly to the group output and this would not display either. I am at wits end on how to get this back to display correctly. Probably something simple to fix but after using blender for a few years now I have never come across this before.
I would attach file but it's too big 271MB (even though I think I've deleted everything but mesh cube-which maybe a clue).

if you want to share the file and it's too big for stackexchange then you could upload it to google drive, drive one, dropbox or another file share hoster and share the link to access the file.

https://1drv.ms/f/s!Aps3j2WLXHIFmGTIwDxm-NfqT9Cp?e=JBrdgE

shared files onedrive previous post

you just have to click on that screen icon: display modifier in viewport

God, sometimes I hate Blender, so many buttons and options. But that also the great part as well.


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Actions name when exporting to FBX
I named my actions in the Action Editor. 01_Stop, 02_Walking and so on.. However, when I export my model and my animations (actions) to .fbx, the names are messed up, it adds the name of every parent the action has, something like Rig|Rig|02_Walking .
Is it possible to delete this while exporting ? I need to write the name manually in my code.

Edit by other user: I have posted a bounty on this question that is about to expire so in the interest of getting an answer, I am linking to a file whose exported .fbx has the behavior described by OP.

I am also dealing with this and it is getting ugly:
root|root|GrabThrow|root|GrabThrow
WTF???
Using 2.82. 2.83 doesn't render on my laptop for some reason

Can you add a .blend file that has this behavior to this question for convenience?

I posted the bounty but this isn't my question. I would need to edit it (intrusive, never tried before) or post a duplicate question


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Export fbx with texture but I got this...?
I tried all the tutorial on the internet, but no working.
I have this simple setup with alpha texture on top of a shader
And it became blank after exporting

Thanks for the reply, but i find that the problem is Blender doesn't support exporting nodes except Principle shader which is very frustrating, if I use one BSDF with tex it is fine, but I'm using alpha texture so it's useless...

Please read the linked question and it's answer. You will not be able to successfully export a blender material node tree to another program, (maybe with gltf, but very doubtful it will be compatible with other shading networks). You will have to recreate your materials in the destination software in which you import your model to. If this is not your goal, then please clarify what your goal is with an [edit] to your question.

I believe the link that @Timaroberts provided in the comment answers the question, I'm voting to close this question as it's a duplicate


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Atmosphere and alpha chanel
I have 2 planes with a png texture and alpha channel, I also have a atmosphere effect by sun light.
When I see it in rendered viewport shading its ok, but when I really render the composition the area where it is supposed to be totally transparent is not affected by atmosphere:

How can i do that in blender render?


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Glass not Transparent
I'm a novice in Blender and my problem is the roof isn't transparent everywhere, when I put camera in a certain angle the location of the transparent changes.
I use BlenderGuru pro lighting skies for the light.

Possibly inverted normals - try Recalculate Normals.

It could be a reflection.

What Rich said, also might be worth a shot doing ctrl a - set rotation and scale, as not doing so can cause some bizarre behavior in both editing and object mode.


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Geometry Nodes Animation to After effects
I have a scene with several replicated collections in Geometry Nodes which I want to animate and then export certain placeholders for Solids in After Effects.
What I want to export are instances as empties, which can be used as  Nulls in after effects to attach solid or text to the rendered object. The thing is that instances are not exported as separate empties, but only the geometry objects which has Geometry Nodes modifier on is exported. So I was wondering if there is a way to export GN instances as separate empties, which can be used as place holder in After Effects.

You need to add more details about your workflow, remember that not everyone use AE in this site, so you need to make clear the way you "export" you scene so someone can help you, the more info, the better. Are you using Cineware or Element 3D or is it that AE already works with 3D natively? what format are you using? or is it a Render that you are referring to?

although i have never used after effects and have no knowledge about it i doubt that after effects "knows" geometry nodes (because even in Blender it is still under development so it is pretty sure that nobody will "embed" or reuse this in another software). So i think the only way you can use it is to apply the geometry nodes modifier before exporting.

You need to make the instances real or animate all of them individually to have every empty visible and you also need an addon like in This video but i'm not sure if that still works.

@Emir Thank you. Will check it out !


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Change color of passepartout or outside the render region
I have some issue, may be you can help me with. In the past (blender 2.7 or so) it was possible to change the color of the outside space of the render region....I needed it, so the edges of the  picture fitted to the background of a webpage where I wanted to put the image into. ...the color could be changed at preferences->themes
now it seems that there is only the passpartout, but the color can't be changed from black to another color. Do you have an idea how to fix that problem (within the 3D viewport)? Would be great if you know how to change that (is there a add on may be, which brings back that "function"?
best regards,
Michael

The Passepartout color can be changed via theme colors.
Edit > Preferences > Themes > 3D Viewport > Camera Passepartout.
(it's probably not a coincidence that this was added to Blender on the same day that this question was asked)

The color for Passepartout of the render region (Ctrl + B) can be changed at Edit > Preferences > Themes > 3D Viewport > Theme Space > Gradient Colors

The area outside of the "Ctrl+B" region is not the one commonly called "passepartout", which instead refers to the overlay that appears in a rendered camera view (enabled via the camera properties). This answer does not apply to the passepartout and therefore to the question as asked. (OP has answered their own question so maybe this worked as a workaround for them, since a proper solution didn't exist at the time)


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water simulation -Move water upward along a slope
I want to make a simulation where water move upward along a topography opposite to what it does under normal gravity. I dont want just to water behave like smoke and go straight upward but to behave like fluid and crawl upward along slope
can any one help

In the Scene settings, switch off Gravity by unticking the checkbox. This will enable the Gravity settings in the Fluid Domain Settings. You can then adjust the gravity such that the 'uphill' becomes 'downhill' and the water naturally flows uphill.
Note that this depends on the topology being such that the water will naturally flow in the desired direction - eg, up an indented riverbed. If the situation is more complicated you may need to resort to other methods to 'Guide' the water along the path but this would risk making the motion less natural.

Thanks alot for your suggestion.I tried  but water mives straight up in space without staying on the inclined effector.

Without seeing your setup it’s difficult to comment. However, if you’ve just set the gravity from -9.8 to +9.8 then it will fall straight up. If you adjust the gravity to point into the “hill” at a carefully set angle then you should get it to run uphill. eg, if you have a 45degree slope in the X direction then setting gravity to -6,0,-4 will point it such that water will run up the hill (think about where the normal of the surface would point and angle gravity slighly ‘above’ that).


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only firsts few iteration appears in the rendered image
I made a rope by iterating screwed circles. In render mode everything is fine but in the rendered image most of iterations dissapears. How to fix it?

Is there a reason you keyframed the iterations? If not, just click the little diamond to the right of the iterations box.

that was it! Thank you very much


text:
Why Blender will be stalling sometimes, after finishing importing the model
I'd like to use the python script in Blender to render my dataset.
What I do is just import models (which has a random number, and the format is '.obj'), and then doing some rendering.
But sometimes Blender will be stalling like below (not everytime, in fact most time everything is ok)

Hi, dayu dy. Are you having any issues with rendering like the project not rendering or it is just showing up but the rendering is going on as usual tor is it causing any crashes. Please comment on what problems you are facing?

You said most of the time it works, just sometimes it is stalling right? It's probably a bug. Still, try to check out your code.


text:
Keyframing angular velocity (linear acceleration of orbiting bodies)
I am creating the visuals for a collaborative ambisonics project, and have run into an issue.
An orbiting body has initial frequency of 0.5Hz at 0s, accelerates linearly up to 8Hz at the 30s mark and further accelerates up to 16Hz at 50s.
Is there any way to keyframe angular velocity in Blender? I am truly stumped.
Many thanks in advance,
Franky

Is the frame rate you use 24/sec?

Using 60fps due to the speed of the orbit

The angular frequency is the gradient of the curve in the Graph Editor View. For example
$$
\frac{43200-14400}{1801-1201}=48.0 \ \  [deg/frame] \ \ \   at \  1801 frame \ .
$$


text:
Set Active FCurve in Graph Editor through python
I'm trying to set an FCurve in the Graph Editor to "Active" through python.
In the API FCurves don't actually have an "Active" property, but manually click-selecting a channel or keyframe on an FCurve will bring up this in the Graph's UI:

You can see that the curve gets a very bright highlight and the UI panel on the right now shows that the curve is Active.
FCurve's do have a "select" property that when set to True through script will select the curve. But just setting the select property to True doesn't produce the same result. It only selects the curve but doesn't consider it active, like this:

Even though the curve/channel is selected you can see the curve's highlight is not nearly as bold now, and the UI panel on the right shows no active curve at all.
So I started digging through the source code and found that there's an FCURVE_ACTIVE flag that does in fact get set, but I can't figure out how to do anything through script that would trigger anything that might set that flag.
Here's a link to an ANIM_set_active_channel function in anim_channels_edit.c from the source code:
ANIM_set_active_channel
You can see down on line 111 the FCURVE_ACTIVE flag is set.
This function is called in a number of different places:

action_select.c
nla_channels.c
nla_select.c
graph_select.c
ED_anim_api.h

Does anyone know how this works? What is Blender doing once it reads the flag to brightly highlight the curve and make it show up in the right UI panel? Can this be reproduced through script without having to manually click-select on either a keyframe or an action channel?
Thanks for any ideas.

I just bumped into a similar issue. Were you able to identify and fix the problem?

Hi I know this is too late, but I've found a way to set active the f-curve

import bpy

data = bpy.data
context = bpy.context
obj = context.object

previous_area_type = context.area.type

context.area.type = 'GRAPH_EDITOR'

print(context.editable_fcurves[0].select)

context.editable_fcurves[0].select = True

context.area.type = previous_area_type

From the question "FCurve's do have a "select" property that when set to True through script will select the curve. But just setting the select property to True doesn't produce the same result. It only selects the curve but doesn't consider it active, like this:"


text:
What do bl_undo_group and bl_translation_context properties do?
Both Operator and Macro struct's have the properties:
bl_undo_group
bl_translation_context
Other than being string values no other information seems available for these properties.
Can anyone explain what these properties do?


text:
Creating a copy of a bpy_prop_collection instance?
This may be a basic question but I'm digging through the reference and can't figure it out.
isinstance(bpy.context.scene.objects, bpy.types.bpy_prop_collection)

returns
True

How can I make a full (or partial) copy of the objects currently in bpy.context.scene.objects, as an instance of bpy.types.bpy_prop_collection?
I want to basically take a "snapshot" of the current objects in the scene that won't change if objects are added or deleted later.
But it also needs to be a bpy_prop_collection instance in order to use the foreach_get/set methods.
I think? this answer might have some clues but I can't quite figure out how to apply it.

Save as a library
Possibly the simplest way to do this is to save the required objects to a library
import bpy
scene = bpy.context.scene
dump = [scene]
dump.extend(o for o in scene.objects)

bpy.data.libraries.write(
        "/tmp/scene_dump.blend",
        set(dump),
        fake_user=True,
        compress=True)

then link or append back as req'd (py console code)
>>> with D.libraries.load("/tmp/scene_dump.blend") as (src, dest):
...     src.scenes
...     src.objects
...
['Scene']
['Suzanne', 'Speaker', 'Camera.001']

Have a look at rna_*** modules
In the 2.XX/scripts/modules/ folder you will find some modules prefixed with "rna_".  Check them out for an exhaustive guide on how to navigate blenders rna.
An example of using rna_xml.py to dump the context scene into a file.
import bpy
from rna_xml import rna2xml

scene = bpy.context.scene

scene_dump = "/tmp/scenedump.xml"

with open(scene_dump, "wt") as f:
    rna2xml(fw=f.writelines,
    root_rna=scene,
    root_node="Scene")

A small snippet of the 100+ megabyte file produced
  <objects>
    <Object name="Cube"
            users="1"
            use_fake_user="FALSE"
            tag="FALSE"
            is_library_indirect="FALSE"
            library="NONE"
            override_static="NONE"
            data="Mesh::Cube"
            type="MESH"
            mode="OBJECT"
            layers_local_view="FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE"
            bound_box="-1 -1 -1 -1 -1 1 -1 1 1 -1 1 -1 1 -1 -1 1 -1 1 1 1 1 1 1 -1"
            parent="NONE"
            parent_type="OBJECT"

Really good info, thanks! I'm not totally sure how to use it yet but I'll definitely study it. I was naively hoping I could do something like selObjs = {o for o in objs if o.select} (just the selected objects as a Collection) and then do something like selObjs.foreach_get('color', list) since the foreach methods are so insanely fast, but only work on Collections.


text:
Shorten video with speed control effect strip already applied
I've got a video in the Video Editor workspace with a Transform effect strip to scale the video and a Speed Control effect strip to double the speed. I added these effects, then found the frames where I wanted the video to start and stop. I've positioned the video so that the start point is at Frame Start for the scene, and it starts there fine. But when I want to take frames off the end, the speed changes. If I turn off "Stretch to input strip length" in the Speed Control and then try to shorten the video, it randomly freezes at some seemingly arbitrary point about halfway through and doesn't finish. How can I avoid these issues?

The UI of the Speed Strips are super unintuitive. I've tried to address the subject matter here without any success: https://developer.blender.org/D6110
There are four ways to change the speed of the strip, using the speed strip options. I hope listing them here will help you and others out:
"Stretch to input strip length"

The "Use as Speed" does exactly the same as the Multiply Speed:

If "Scale to Length" is selected the strip duration goes from 0%(first frame) to 100%(last frame) and those values needs to be animated:

When "Scale to Length" is unselected, and behaves like the previous setting, but in frame numbers.

Thanks for the documentation, that helps explain the speed strip. Good luck getting that improved. So it seems like you should just have to use Use as Speed / Multiply Speed instead of Stretch to input length, but as I stated earlier, that seemed to cause a bug. I did end up working around it by speeding the clip up by itself, exporting that as a new clip, and importing the sped-up clip.

It should only freeze when it is out of frames. Other reasons for freezing could be the cache needs updating(Ctrl +R (as seen in the View menu)), or inability to play in an accurate fps.If it is the cache which needs updating - I think you could report that as a bug here: https://developer.blender.org/


text:
Blender object disappers when in the play mode
everyone! I have a problem of viewing an object in the play mode. I don't know what I could do about it.
I added 20x20 vertices of a mesh by the code in the end.
The mesh looks like this in the camera view. (a 2D Gaussian distribution)

But in the play mode, I can only see the tip of it.

I tried the camera setting: clip end to an incredibly large number like 200000, there is no change at all. Moreover, the material is set to be "opaque", so it can be detected by the camera.
What could I do?
I tried the python template addon_add_object.py, the added plane cannot be seen in the play mode, either. My code is on the basis of that template, so is there any change I could make on the code?
Thank you in advance!
import bpy
import numpy as np
from bpy.types import Operator
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector

def add_object(self, context):

    #ob = context.object
    #sigma = ob.mean_value
    #mean = ob.std_deviation
    #rou = ob.covar

    sigma = 0.5
    mean = 0
    rou = 0

    verts = []
    edges = []
    index = 20
    for x in np.linspace(-4,4,index):
        for y in np.linspace(-4,4,index):
            z_val = 1/(2*np.pi*sigma*sigma*np.sqrt(1-rou**2))*\
                np.exp(-(1/(2*(1-rou**2)))*(((x-mean)**2/sigma**2)-\
                2*rou*(x-mean)*(y-mean)/(sigma*sigma) +\
                (y-mean)**2/sigma**2))
            verts.append(Vector((x, y , z_val)))
    for j in range(index*index):
        edge = [j, j+1]
        edges.append(edge)

    faces = []
    #faces = [[0, 1, 2, 3],[4,5,6,7],[0,1,5,4]]
    for i in range(index-1):
        for m in range(index-1):
            faces.append([m*index+i,m*index+i+1,\
            m*index+index+1+i,m*index+index+i])

    mesh = bpy.data.meshes.new(name="Gaussian Distribution")
    mesh.from_pydata(verts, edges, faces)
    # useful for development when the mesh may be invalid.
    # mesh.validate(verbose=True)
    object_data_add(context, mesh, operator=self)

class OBJECT_OT_add_object(Operator, AddObjectHelper):
    """Create a new Mesh Object"""
    bl_idname = "mesh.add_object"
    bl_label = "Add Mesh Object"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):

        add_object(self, context)

        return {'FINISHED'}

# Registration

def add_object_button(self, context):
    self.layout.operator(
        OBJECT_OT_add_object.bl_idname,
        text="Add Object",
        icon='PLUGIN')

# This allows you to right click on a button and link to the manual
def add_object_manual_map():
    url_manual_prefix = "https://docs.blender.org/manual/en/dev/"
    url_manual_mapping = (
        ("bpy.ops.mesh.add_object", "editors/3dview/object"),
        )
    return url_manual_prefix, url_manual_mapping

def register():
    bpy.utils.register_class(OBJECT_OT_add_object)
    bpy.utils.register_manual_map(add_object_manual_map)
    bpy.types.INFO_MT_mesh_add.append(add_object_button)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_add_object)
    bpy.utils.unregister_manual_map(add_object_manual_map)
    bpy.types.INFO_MT_mesh_add.remove(add_object_button)

if __name__ == "__main__":
    register()

Your script didn't run for me, it threw an error on bpy.types.INFO_MT_mesh_add.remove(add_object_button). That said, did you try changing the near clipping as well as the far clipping?

It is in Blender 2.79. Could you try -- Template -Python -addon_add_object.py instead? Does it work? I cannot see the mesh it creates in the play mode, either. I tried the near clipping, too.

I see. The normal vec of the surface is up-side-down, so I couldn't see the surface from above the surface.

Thanks for the discussion! Problem solved.


text:
How to make a precise bolt hole in a simpler way?
I'm new to blender and using it to create 3d objects for my printer.
Part of this is "cutting" holes for bolts very precisely which I managed to do but my way is so long/tedious I must be missing something.
Here are my steps which I am illustrating with an imaginary use case I created for proper step-by-step exposure of my method.
My bold head is 0.8m radius (1.6m diameter) and 0.5m height.The thread of the bold is 0.6 radius (1.2m diameter) and infinite lenght. I'm cutting this hole in the center of the "top" face of the default 2m cube.
So here are my steps:

I am creating two curve>circle in object mode with respective radius of 0.8 and 0.6 for the bolt head/thread. I precisely position them where I want (here, at the center 0,0)

I then select both circles and the cube, go in edit mode and mesh>knife project (cut through).

I delete the "top" round faces and extrude the bottom Annulus (apparently that's how it's called) 1.5 meter (since 0.5m is my bold head height).

Since I extruded it, the "bottom face" has gone up and it's missing in bottom position.

So I select every edge as shown below and "bride edge loop" them.

Now I need to create the faces for the bolt head housing so I do a similar operation (select every edge as shown below and "bride edge loop" them).

Then I check with the 3D printing extension and I have 96 Non-Manifold edges.

Thanks to What is non-manifold geometry? I realize it's because of internal faces so I tediously delete all the edges constituting the internal faces.

I then get the result below but checking again with the "Check all" 3D printing extension I have 96 bad contig. edges.

But this time the "Make Manifold" auto-resolve is working for me so it's finally good.

At this point, I've spend a lot of time for what I would expect to be a simple task, how would you do it in a faster/simpler way ?

I'd do it almost your way, just skipping a couple of steps..

As you did, knife Project and cut through
Deselect the bottom faces, and E extrude the top faces downard, numerically entering the depth of 0.5 in the 'last operator' panel
Select the top and bottom inner faces, and..
...'Bridge Edge Loops' (you don't need to delete)

However, if your topology is simple enough to stand it, and you wouldn't need to do too much tidying afterwards.. you could just make and duplicate the bolts in the correct dimensions, and cut them all out in a single boolean operation.

Great answer,
I have had a lot of issues when I was beginning Blender with Booleans leaving "dirty" (unprintable) meshes so I have been trying to never do them but it works great with a bolt difference ( But I need to have higher head since the perfectly aligned surface will not boolean-difference well, I understand why you made higher heads on your second picture after trying it).

@shrimpdrake  I'm allergic to Booleans myself... but.. if you've got 100 bolts to put in... Yes.. Booleans ( in any application) can't deal with coincident faces. They've got to know what's inside, and what's outside.

..the other advantage is that the Boolean (as  a modifier) is non-destructive. You can move the holes, if you change your mind.


text:
How to change the Decimal point in Node Editor
How to change the Decimal point in Node Editor
I can just change only First decimal place everytime
I got this

But i want this

I guess you are changing it by clicking arrows? You can get any value you want, if you'd place cursor here and type a number

Hold down Shift key while grabbing the input value with the mouse cursor. So you can edit up to three decimal numbers.


text:
How to move Modular Assets in game?
I'm not a newbie to BGE, but not an expert... heck not even intermediate. I started making Modular Assets for a game, but kind of got a little lost when it came to making them movable in game by the player.
I'm working on a builder style game and want to make some assets movable and/ or place-able in the game by the player. The player should be able to pick-up, move, and place the object/asset.
I know a little bit of Python (again not even intermediately even.)
Looking for some insight on possible ways I can implement the idea.
Any help would be greatly appreciated.

Yes and yes, The player should be able to pick up, move, push, and even put it in their inventory. I mainly need to know how to let the player snap them together when building. I know how to spawn them, just not how to let the player line them up to build something. Kind of like the snap tool, but in game, lol.

Will do. It has me intrigued and I would like to learn it. Thanks


text:
make a object see through to reference image behind
I was working on a subway from a tutorial and when I try to go into wireframe mode the image disappears anyway for me to fix this?

You probably want to be using X-Ray mode instead of Wireframe. You can do this by hitting Alt+Z to toggle it on/off or by hitting the circled button in the image below.

Ironically, it's right next to the Wireframe viewport option :)

You might not need to use wireframe. There is a "Show whole scene transparent" you can enable. And also activate the included addon "Import Images as Planes"

I tried that but that will also make it disappear, also in order to make the image aligned to the geometry I used spy than imported it, so now that I think about it I think that may be a problem with fspy do you know any way to make an image plane with that same alignment?

I'm a Blender n00b, and I don't recognize the tutorial you're using, which renderer you're using, or how the background gets displayed.
I got a background to show persistently in Cycles by enabling "World Background" in the properties of the viewport, then modifying the World tab of any object. I added a Diffuse BSDF shader, made the Color attribute an Image Texture, and set the Vector attribute to Generated with Window selected.
There could probably be some skewing if your window viewport doesn't match the aspect ratio of your picture, but as you can see from this screenshot, the background is still visible when the viewport is set to wireframe mode.


text:
how to track rotation?
I am in was working on a project to track a boot model to live-action footage however when I try to track the rotation it is not accurate and it wobbles all around the place.
one idea I had to track rotation was to find the different angle of two location tracks and then to use that to then track the rotation.

How would I do this, and is there another way?

How are you currently tracking the postition and rotation from the live-footage?

with an X mark then positioning a tracker in the center

So I figured out how to do this for me, instead of tracking rotation with the trackers, I did it manually by creating and x in the 3d world than making it to the boots X then parented it to the boot, this worked for me but was time-consuming

I may also try to color them in the real world as a reference for the 3d object tracker.

I may try to do the same with a 3d line at the top of the boot and manually track that to line up with the top of the boot as well.


text:
Image on clothing
Imagine a character has a t shirt. I would like to add my logo (a JPEG file) to stick onto the jersey. What is the best method? I tried UV but it didnt work.

I think you can use the same principle as here: https://blender.stackexchange.com/questions/61519/how-to-create-decal-from-mesh/61523#61523

You could try UV project from view

How is this different from https://blender.stackexchange.com/questions/145020/text-on-a-soccer-jersey ? Please don't post the same question more than once

A text is diff to an image. 2 Im not asking the same question. 3 im new to blender 4. how unwelcoming uninspriring and dam right rude do u wanna be?


text:
Different frame rated on path
I have a camera following a path. Ive set it at 600 frames. Half way into the path can i extend the frame rate? And then back to the normal rate ive set.
Consider it a slo mo effect.

I assume you're wanting the camera to proceed normally along a path up to the 300th frame where you then slow it down (or even stop) for say a hundred frames, then have it proceed on to the end of the path?  If so you would need to extend the overall number of frames to allow more frames (time) for the cam to proceed past the 400 frame mark at the original speed.

yeah I figured but this then slows the WHOLE frame time. My only solution is to have frames at whatever and then import the mp4 into premiere pro and edit the speed/duration accordingly


text:
Change frames in Actions
How do I extend/reduce key frames in the action editor. This is a character I have entered into blender from Mixamo, Sometimes I want to edit the keys for a character, how do I do so here?

Press tab in the NLA window so that you get access to the keyframes of your strip in the Dopesheet, then tab again to come back to the normal strip behavior.


text:
Does higher samples and viewport mean a better quality of render?
I am using evee in 2.8. What exactly does samples and viewport mean? My samples are currently set at 64 and viewport set at 16. If either of these increase does that increase the quality of my final render?

The render samples are what impacts your final render, when you render with F12 or Render > Render Image / Render > Render Animation.  As a rule of thumb, more samples mean less noise in the render. The difference may not be as obvious as in Cycles, because Eeeve is doing rasterization and not  path tracing.
Eevee render with 16 samples

Eevee render with 64 samples

Close-up 16 samples

Close-up 64 samples

The viewport samples are for the preview in the viewport, when you choose Display Render Preview.


text:
Duplicated objects disappear
I have duplicating the objects in the scene but when I hit play the duplications disappear, what am I doing wrong?

When you duplicate objects that have a keyframe animation attached that include keyframes on the location, these duplicated objects will snap to that very same location. You will have to move to each frame that has a keyframe, position the duplicated object and insert/update the keyframe to the correct location.

right right, I know what you mean, great thanks.


text:
Follow path parent not working
I have an object. Ive created a path. I select both. Right click and choose "follow path".  Nothing happens. Ive used this countless times. Before but for some reason its not working now. Ive tried with follow path curve and bezier curve. Ive adjusted on the graph the frames for the animation to take effect. Ive always ensured animation in selected in the curve menu as well as frames and evaluation time.
Even when i click on the curve - sometimes it wont show on the graph
Do not want to use follow path constraint because i can never figure out the axis

If you change the Evaluation Time in the curve  > Data > 'Path Animation' does the object move? (But not move when you scrub the timeline?)

Does not not do anything

Hmm. That's blown my possible solution away.. :(. Maybe share a representative part of your file on https://blend-exchange.giantcowfilms.com/  ?

Is the Path Animation option activated?

Yes path is animated


text:
Blender file import into blender file
Struggling with something very simple
I have a blender file open and need to import my character in there. That file is also a blender file. Can import blender file into blender file?

Yes you can by using File > Append.


text:
Smoke in evee final render is missing
I have a smoke set up and when I render in evee all I have is the plane. I have read I need to turn volumetrics on but the volumetrics check box is missing, what am I doing wrong?

That checkbox only exists in older versions. Do you have smoke material for the domain?

Does this mean volumetrics is turned on by default?

Yes, it's always on.


text:
Bouncing ball deflates when hitting surface
Plane has a collision. The ball has a soft body. Bending of 5. turned goal off. I baked and when I animated I get the image attached, How do I keep the shape of the ball normal with a minor bending bounce? I get the same outcome when I bending to 0

You need to increase the Pull and Push. Try settings like Pull: 0.950 and Push: 0.999, this will result in bounces while keeping the shape of the ball.


text:
Blender export (start game from file)
I'm exporting a blender game as an .exe file and it won't export properly because my blender file uses Start game from file... How can I export the file?

If you have multiple files, you simply have to distribute all of them. They are not packed into the exe, but are still required.
Relative paths must be maintained.
This means that you must distribute your project as a zip file, with the executable and the required files.

If you have a game with two files:

menu.blend
game.blend

And then export menu.blend into menu.exe
Then you need to put in your game's folder:

game.blend
menu.exe
2.78 (or whatever the folder number is)
???.dll (all the .dll files)

These can all be put into a zip file for distribution.

One of my projects recently looked like this:

Hiding in there you can see the blend 'Game.blend'
This blend file is then exported to an executable, and to distrubute the game, all of these files must be kept together. The easiest way is to export into the same folder as the blend and zip everything. (And when you're making the game make sure all file paths are inside a project folder)

Added more text. Not sure if it made things clearer though.

It's not working :(


text:
Different scales on multiple purchased models and mixamo/fuse models
I purchased a classroom scene online (.obj file), and imported it into blender. At first it appeared nothing was there, but apparently it's just insanely small and no where near the default center point/grid. Once I realized this I was able to locate the classroom and work with all the objects in the room as normal. However, now I want to import a character from mixamo and adobe fuse (.fbx file). When I import the .fbx, it works, but it appears at the default center of the grid like most imported objects normally would.. This means the character is MUCH larger than the classroom. It also means that the classroom is extremely far away from my character at the center of the default grid. Is there a way for me to import my character into my classroom directly (where it is currently located), and at a smaller size automatically?...

If you are using rigs and are not the rigger, restrain from scaling them. Some rigs work with absolute values and would not be functional at a different scale.
Scale up and move your static meshes (classroom). This can only be done after importing the .obj file into Blender.


text:
Blender won't start, while I used it before on this machine
I updated my laptop. It is an old one, but I used blender before on this machine.
I liked it a lot.
Now I want to reinstall it (did a full hd format) and this happens

Please help.
Also,
I want to use blender to make svg for usage in html.
How can it be done?
(design a logo)
thank you for reading,
J.L.
downloaded latest version of blender 1 hour ago

Hey @Smart prime6! Welcome to blender.stackexchange.com! I suggest you take a look at the site Tour for the basics, also, in the future make sure to ask 1 question per post, we encourage you to make as many posts for as many questions as you desire.

Make sure you reinstalled all your system's graphic drivers after the format, and make sure your GPU is capable of supporting the required OpenGL version

Blender recently switched to opengl 2.1 so you will need to upgrade your hardware to support opengl 2.1 or switch to an older Blender version. The last version to support older versions of opengl is blender 2.76.
You can find a note about that in the release notes of Blender 2.77
https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77

I used blender about 2 years ago. Back them I build a submarine ,scaled at about the real size, for as far as I could remember being a mechanic/electrician on an actual military sub for years. And I remember almost every bolt and knob. It was a pretty large file by the way. The cool part was, that I modeled it in 3D and let it sail in the harbor and submerge at open sea. So, you could say I did know how to have fun with Blender. But it was this hardware. Now it does not start and I did try to update everything. I should have the latest available drivers in use. Could it be a Win10 thing?

I can only repeat the answer: download a version before blender 2.77 and it will work:http://download.blender.org/release/

I downloaded 2.77 and it works. Still I get a error message, but can also use the app (?). Thank you very much for this.


text:
Getting xml and xmf files into blender
I'm new to blender a bit and I'm trying to find a way to import xmf/xml files into it. Is there plug in I can use to be able to edit the models inside of blender?

Aka xdmf http://www.xdmf.org/index.php/Read_Xdmf ?

Given you are below the rep needed to comment , if this is the spec you are after you can edit your question accordingly.


text:
Problem with menus and options being blank

I am using Kali Linux latest version. I have graphics "Intel® Haswell Mobile x86/MMX/SSE2" and Core i3 laptop.
I installed Blender but its not showing any menu and any other option as you see in the picture.
What should I do?

sorry, but i am in very serious trouble. can u help me.

Try updating your graphics card drivers, reinstalling Blender also try the portable versions and deleting the preferences folder. Try previous versions as well - if they don't work it is more likely there is someething wrong with your computer and not Blender. Tthat might also be a bug. Questions about bugs are off topic on Blender Stack Exchange - not much anybody can do about them here - they should be reported to developers.


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My 3d scan to low poly bake is coming out broken with artifacts

I converted down from about 500,000 poly to 30,000 poly and used instantmesh to retopologize the mesh.
Anyone know why this is happening?

Looks like decimation process ruined your UV map.

The original that I baked from has not had a decimate modifier applied