text:
Weird rotation problem

I block poses in constant interpolation, but when I set it to beizer interpolation, it shows weird rotation. Maybe it is bad rig.

could you please share your file? (share the armature only): https://blend-exchange.giantcowfilms.com/

Here's the link for blend file

Love the walk :)

Thank you @Robin Betts

So as switching to Quaternion would remove the animation, I guess the easiest way is to create additional keyframes so that Blender knows better how to interpolate.
For example it begins to mess up at frame 9:

So move and rotate the bone correctly and create a keyframe (i):

Keep on doing it at frame 10 and 11, then you can come back and see if you can delete some.

But I don't know how to switch to quaternion. Can you please tell me

select the buggy bone, open the right panel (press N), click on the dropdown menu I show and choose Quaternion, do it for each bone for which you see a problem, if it doesn't fix the problem, create intermediate keyframes

Thank you for the explanation. But what do you mean by intermediate keyframes?

for example if you want to rotate a bone 180° but it works bad with only 2 keyframes, one at 0° and one at 180°, create some keyframes between the 2, like one at 30°, one at 90°, one at 120°

Thank you for explanation, but now I set it quaternion I just lost my animation data, the controller is not moving?

what bone are you talking about? Switching to quaternion can't remove the animation

But it removes the all keyframe

please show a animated gif because I don't see how it is possible

I have provided it on question

You're right, I'm going to edit my answer to put some new pictures

I think that I should start fresh again, what do you think

try to recreate some new keyframes like I show in my new edit, it seems to work fine

Ok, Thank you for spending your precious time on me.


text:
Something covers my character in render
I have render this image but don't know something cover my character in render. Please help

Any chance you have a hidden object? Objects hidden in the viewport are still visible in renders.

Can I sent you the blend file

Does this answer your question? Avoid rendering hidden objects (blender 2.8)

Yeah, you can upload it here - https://blend-exchange.giantcowfilms.com/

I have added blend, please help

I downloaded the file. The problem doesn't occur on my end. The only thing I would call an "abnormality" is a box around the eyes named "EyeBoolean" that doesn't seem to appear as intended in the render.

I do the viewport render animation

Try it, did it  occur

That's strange; I downloaded the file, and I don't have that problem at all (and yes, I'm looking at the viewport render).  It may just be glitch.  Have you tried closing and reopening Blender, or even just restarting your device?  That has tended to resolve any glitches I encounter.

No it don't work

source: Stack Exchange

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

sort: votes


text:
How to colorize particles by rules
I am having pipes where I have liquid go through it.
I want to simulate/show the water and show some blue to red color animation. Blue for cold, red for heat/warmth.
For best control, it would be great to define some kind of color change areas on the path of the water simulation and when a water particle goes through this area, I want to change the color for this particle. The color needs to be kept, until the next color-change area is there and changes the color again.
So I could control and simulate a heat-transfer simulation.
Any ideas how to do this the best way?
Thank you guys!
EDIT:
Here is a screenshot of the animation. You can see the position by Particial works in general. But I want to colorize the blue particles inside the 3 red circles to the color red and they should in their color. I somehow lost my fluid simulation data, so I can't share the .blend file. Sorry.

If you can define any function f(xyz) that return the values in the field, you can do it in shader nodes.. Circles aren't volumes.. do you mean cylinders, or spheres?

@RobinBetts Hi Robin, do you have an example of those shader nodes? Yes, I mean cylinders. Was just to make things easier.

You can shade an object in another object's space, so perhaps, rather than do all the math to figure out where your red-zone cylinders should be, it would be more user-friendly  to make actual cylinders that control the colour of your particles.
I've called mine 'RedZone'. Their Object texture coordinates are used in the shader for the particles, to make a mask, as follows:

The XY lengths from the cylinder's centres, clamped, return a 0-1 mask inside them, and 1 outside. (The cylinders must have their scale applied at creation radius, 1) If you scale the Cylinders in Object Mode, the masks will follow. Combining the masks with a minimum, and putting them through an (inverting) colour ramp, lets you soften the masks. The combination controls the mix of colors.
You could add more cylinders and use more minimums to mix those in.

The .blend file is only good for the nodes, I haven't packed the particles.

@Felix, I've taken you very literally.. If you need a less simple-minded answer, just ask.

Thanks for your very helpful answer! Is there a reason why you set the Z axis to 0? Also: "The cylinders must have their scale applied at creation radius". What does that mean? Am I free to just scale up, move, rotate those RedZones like I wish or do I have to look out for something? Thanks!

@Felix For the red patch to match the cylinder, with this set up, the radius of the cylinder must be 1, when the cylinder's scale is 1. That's all.. that's the way a cylinder is when you create it. Z is set to 0 because we're not interested in it.. it shouldn't make a contribution to the length. If we did include it, the red zones would be spherical, not infinitely-high cylindrical. If we need to cap the cylinders, the Z would be included later.. something like 'XY length < 1  AND abs(Z) < whatever'. Yes, you can move, scale, rotate the cylinders in Object mode.

Hey guys can make the cylinder that changes the particle colours hollow and will this still work ? I only want my particles to change colour on the outside of the cylinder and not the inside.

Hi, Casey, you should just be able to use the color-ramp to do that-- you may need to map the actual distances in your simulation down to 0-1 to fit into the ramp, using a Map Range node

You can just use a Particle Info node and use it's Position output to control the color of the particles

Hi, this work only partially. Because so I can only create a simple gradient effect from 1 source. I somehow need a way to use some kind of color force field the particles go through and then change color like I wish...

Yes, you can do it. To determine a color field you can use a 3D texture (like noise or a gradient) or math. If you want to do a heat-transfer simulation you probably have some math data/formula that say "in coordinates x,y and z the color is k", and to do that you just need the particle position.

@Felix Blendend Basically, share your .blend file or some pictures, so we know what you want

I updated the question above.

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


text:
Moving mesh in object mode, armature is not moving, mesh stretches
im trying to do a robot walking animation, i already did a walking cycle im quite satisfied with, but when i try to move the robot in object mode, the armature does not move and the robot stretches. Anyone know where could be the problem?
Here is the blend file : https://en.webshare.cz/#/file/ZuNNgzrKUF/anim-2-blend

the object is parented to the armature, so if you move it away, it will deform; If you want to move the robot, move its armature

Thanks for your comment, i added the image when i try to move the armature, it does the same thing, the problem is probably that the mesh and armature are not moving together at the same speed.

it works fine with the file you've shared

Thats weird, i just tried it on another computer with the same result, both blender 2.9. I just select the armature in object mode and move using G on Y axis, but got the result from the second image.

Deactivate the Proportional Editing, but I'm still missing something here...

Thank you very much for your help, turning off the proportional editing solved the issue.

The issue was caused by proportional editing feature in blender.

Ok, but what did you do about it? Add some details.


text:
Finding translation and rotation of a child object with respect to the parent object
I have a robot model in blender. Whose links are formed as parent child relationship and a tree is formed. At the moment I am looking how to get translation and rotation of the child object with respect to its parent object. I am using Blender 2.79b at the moment. Selecting any object in the scene gives  (0, 0, 0) for translation and (0, 0, 0) for rotation.

Any leads will be appreciated.

You can do this manually without fuss, or are you looking for a node or some feature?

How can I get that manually can you please share your insights either by script or from the gui. (Sorry I am new to Blender)

The info can be calculated using little more than mental arithmetic. Since you've mentioned you're new to Blender, I'll go off and prepare a short ans, setting out how to extract the info from the gui.
Can you tell us why you need this relational info?  Is it that you're trying to manipulate appendages externally perhaps? -
https://blender.stackexchange.com/questions/226867/parenting-and-animating-bone-to-an-empty-without-going-to-pose-mode/227026#227026

Related https://blender.stackexchange.com/questions/169416/does-a-child-object-inherit-the-matrix-from-the-parent  In particular note what you see in UI is the basis matrix, not the local matrix (matches local matrix when the parent inverse is identity.) Ultimately you want the local matrix of the object. ie with an object active location = context.object.matrix_local.translation and Euler rotation euler_rotation = context.object.matrix_local.to_euler()

When in this case the cube is parented to the Icosphere with CTL-P and "Keep Transformation" is selected, the cube's current global location is frozen in it's LOC slots.  No matter where the parent goes, this reading won't change.
When the parent moves, you can obtain the child's new global location by freezing the animation, selecting the child, then -
Press SH-S and choose  "Cursor to Selected"
Press SH-A and add an empty.
The Empty will have been placed at the precise location of the cube's Origin Point and it's LOC slots will be displayng the cube's global location.
Use arithmetic or a calculator to obtain the difference between those and the parent's.

Should the parent also be a child of something else, use an empty in the same way to read off it's global location.


text:
Converting bones transformation matrix from OpenGL to Blender
So, I'm trying to convert some transformation matrices from OpenGL to Blender but bone poses are wrong. I assume it's transformation matrix, I'm no expert in OpenGl but it's used in this function:
glUniformMatrix4fv(glGetUniformLocation(shader_character->program, "joints"), Character::JOINT_NUM, GL_FALSE, (float*)character->joint_mesh_xform);
So I assume it's transformation matrix also I've tested it's moving bones.
But when applying those values to my rig, position is weird:

Compared to OpenGL:

I've tried applying it directly with bone.matrix_basis and all axis configurations when applying rotation (like (X, -Z, Y) in Blender but none of achieved poses looks right.
Also for same matrix:
<Matrix 4x4 (  0.9997,  0.0193, -0.0118, 0.0000)
            ( -0.0189,  0.9994,  0.0289, 0.0000)
            (  0.0124, -0.0287,  0.9995, 0.0000)
            (-23.8805, -7.8834, -0.4667, 1.0000)>

Blender produces different results (using matrix.to_euler()):
(-0.028720224, -0.012384685, -0.01894982)

OpenGL (using glm::extractEulerAngleXYZ()):
(0.02872, 0.012385, 0.01895)

How to achieve same pose as in OpenGL having only this transformation matrix?
Original project in OpenGL
Also linking .blend file with full data form OpenGL and rig:
Link to .blend file
Edit_1:
I'm not sure but do I need to recalculate matrices earlier?
I'm calculating new rotations for child bones using this code:
def forward_kinematics(self):
    for i in range(self.JOINT_NUM):
        self.joint_global_anim_xform[i] = self.joint_anim_xform[i]
        self.joint_global_rest_xform[i] = self.joint_rest_xform[i]
        j = int(self.joint_parents[i])
        while j != -1:
            self.joint_global_anim_xform[i] = self.joint_global_anim_xform[i] @ self.joint_anim_xform[j]
            self.joint_global_rest_xform[i] = self.joint_global_rest_xform[i] @ self.joint_rest_xform[j]
            j = int(self.joint_parents[j])

        self.joint_mesh_xform[i] = self.joint_global_rest_xform[i].inverted() @ self.joint_global_anim_xform[i]

And I'm applying rotations using this code:
def apply_rotations(self, frame :int):
    for bone in self.armature.pose.bones:
        ind = self.bones.get(bone.name, -1)
        if ind != -1:
            bone.matrix_basis = mat.Matrix(self.joint_mesh_xform[ind])

Matrices used here have exact same values as ones used in OpenGL version
Edit_2:
Class definition for ealier code:
class Character:
    def __init__(self):
        self.JOINT_NUM = 31
        self.joint_anim_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_rest_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_mesh_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_global_rest_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_global_anim_xform = np.empty(self.JOINT_NUM, dtype=mat.Matrix)
        self.joint_parents = [0] * self.JOINT_NUM

rest_xform are default bones positions,
anim_xform are calculated bones positions
Thanks in advance for help!

Blender matrices are defined in row order.  Eg https://blender.stackexchange.com/a/192754/15543  Looks like it may need to  be transposed.  As explained here https://blender.stackexchange.com/a/192754/15543 the transpose of ortho matrix is also inverse. yet the 3x3 rotation matrix of above is not orthogonal.  As a test if you set matrix above to matrix world of an object it will be converted such that it is orthogonal.

I've tried transposing matrix with little to no success.
You mean object.matrix_world?
But PoseBones I'm assigning don't have that property. Only matrix, matrix_basis and matrix_channel.

Sorry for confusion, was suggestion re setting a matrix of cube or empty to matrix above by way of example.  Eg in py console assign it C.object.matrix_world = M and then look at value of C.object.matrix_world  Same principal as bone matrices. Blender expects the 3x3 rotation part to be orthogonal, and the translation to be in 4th column.

It returned:
( -0.0189,  0.9994,  0.0289, 0.0000),
(  0.0124, -0.0287,  0.9995, 0.0000),
(-23.8805, -7.8834, -0.4667, 1.0000)>```
 So I don't think it's converting this matrix

https://pasteall.org/Zvjb

Your setup is giving same result as my last comment
https://pasteall.org/UcP5

No it bloody isn't. The two matrices printed in https://pasteall.org/Zvjb are not the same. Anyway I'm done with trying to help here.... "I've tried and it didn't help"

No, they are not the same but code form your snippet is not converting my matrix. Please look at my code, I've updated it with print results
https://pasteall.org/Zhe7#L1,2,8,9,3,6,11
Maybe I'm doing something wrong and not seeing it

Ok, I've tried your solution in python interactive console and it gives same result as your snippet. But when I do same thing in python file, matrix is not converted.
Am I missing an import or something?

Thanks for help anyway, I found out that I need to call bpy.context.view_layer.update() for matrix_world to be recalculated. But that didn't help with overall result pose

Thankyou,  not necessary to inform me, am already aware of view layer update.  To re-iterate, (ie back to comment one) the matrix in question is in column order, and needs to be transposed to be a valid transformation matrix in blender.. The translation is (-23, -7,  0). Using as a matrix without transposing obliterates the translation and inverts the rotation (if ortho).  Notice how the two euler rotations in question are inverses of each other. .... get it??????  Setting a matrix world was to demo this Btw the code posted in edit, is somewhat meaningless without seeing the class definition.

I just thought I should clarify what was wrong in my code.
I think I get this, after transposing my angles are now similar to those from OpenGl, yet pose still does not look right.
I've added class definition but adding how each variable is calculated would be too much code cause I'm using neural network to calculate this


text:
Script keeps deleting all objects
So i am not sure what happened here, but the story Is that I finished my script and it was working fine in UI and now I am running it using --background but something is broken now with deleting objects?
Using version 2.9 btw
script:
 print(objectsToDelete)

      for objectToDelete in objectsToDelete:
        try:
            if objectToDelete.type == 'MESH':
                bpy.data.objects[objectToDelete.name].select_set(True)
                bpy.ops.object.delete()
        except:
            print("")

output:
[bpy.data.objects['TR5_49'], bpy.data.objects['TR5_50'], bpy.data.objects['TR5_51'], bpy.data.objects['TR5_52'], bpy.data.objects['TR5_53'], bpy.data.objects['TR5_54'], bpy.data.objects['TR5_55'], bpy.data.objects['TR5_56'], bpy.data.objects['TR5_57'], bpy.data.objects['TR5_58'], bpy.data.objects['TR5_59'], bpy.data.objects['TR5_73'], bpy.data.objects['TR5_74'], bpy.data.objects['TR5_75'], bpy.data.objects['TR5_76'], bpy.data.objects['TR5_77'], bpy.data.objects['TR5_78'], bpy.data.objects['TR5_79'], bpy.data.objects['TR5_80'], bpy.data.objects['TR5_81'], bpy.data.objects['TR5_82'], bpy.data.objects['TR5_83'], bpy.data.objects['TR5_61'], bpy.data.objects['TR5_62'], bpy.data.objects['TR5_63'], bpy.data.objects['TR5_64'], bpy.data.objects['TR5_65'], bpy.data.objects['TR5_66'], bpy.data.objects['TR5_67'], bpy.data.objects['TR5_68'], bpy.data.objects['TR5_69'], bpy.data.objects['TR5_70'], bpy.data.objects['TR5_71'], bpy.data.objects['TR5_85'], bpy.data.objects['TR5_86'], bpy.data.objects['TR5_87'], bpy.data.objects['TR5_88'], bpy.data.objects['TR5_89'], bpy.data.objects['TR5_90'], bpy.data.objects['TR5_91'], bpy.data.objects['TR5_92'], bpy.data.objects['TR5_93'], bpy.data.objects['TR5_94'], bpy.data.objects['TR5_95']]
Info: Deleted 221 object(s)

Then it just goes ahead and deletes all objects in the scene!?
Length of the array is 44, so is this supposed to work differently when using --background? It's also doing this in the GUI now... which is really weird...
EDIT - Ehm, checking the selected objects crashes the program...
script:
if len(objectsToDelete) == len(bpy.context.selected_objects):
        print("all objects selected")
        bpy.ops.object.delete()

output:
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF67F5AAC78
Module  : blender.exe
Thread  : 00000c40
Writing: C:\Users\Recreate\AppData\Local\Temp\blender.crash.txt

Weird all of these seem to crash for me now...
bpy.data.objects.remove(objectToDelete)
#bpy.data.meshes.remove(objectToDelete.data)
#bpy.data.objects[objectToDelete.name].select_set(True)

Using an operator to remove objects is a horrible way to do it... and looping it over and over in an try clause even more-so.  The operator deletes all selected objects. Instead  Use bpy.data.objects.remove(ob_to_delete)  https://blender.stackexchange.com/questions/27234/python-how-to-completely-remove-an-object?rq=1

Alright my bad it is now crashing on some other line further below, bpy.data.objects.remove(objectToDelete) does appear to work.

Please post your full script not just snippets. If it crashes you're likely doing something that is not permitted by the Python API see the Gotchas page of the API docs.

Often wonder why if running in bg mode don't simply save a blend with those objects deleted.  Another thing if you know an object via reference as for example ob then using bpy.data.objects[ob.name] is  longwindedly getting a reference to ob which you have in the first place.

... re posting full script, at the very least a minimal runable example.  One of those gotchas is often keeping a reference to an object since removed. Recommend make a list of objects to remove that contains only obs to remove and while(remove_list): bpy.data.objects.remove(remove_list.pop()) which will ensure list no longer contains ref to deleted object.


text:
Blender output file size versus Zoom recording file size
Sometimes I need to tweak a video recording made in Zoom.  According to Zoom, it is an MP4 with M4A audio after conversion (the raw data is, I think, some propriety raw data).  However, a 13 minute Zoom recording resulted in 91MB after converting (within Zoom).
When I made my edit (silenced audio for 1 second where I cursed oops), the rendered output from Blender was 471MB!!
I have tried reducing the audio sampling (32 instead of the 192 default) and the result was still several hundred MB.  I tried removing the audio entirely and the output was about 150MB, still significantly larger.  The recording is a full-screen (2880x1800) so as is the Blender output.
I feel like I'm missing something.  I realize Blender doesn't output M4A, but I can't bring myself to believe an AAC or MP3 track should result in a file 4-5X as large.
FYI, I'm using Blender 2.79, but I get similar results in 2.83.1.
Ideas?
-C64Whiz
Edit 2020/09/22: I tried the 'ffmpeg' solution offered up by @Husch and the resulting file was 55MB smaller!!!!  WTH?  I cut out 1 second of audio, that was it!
Also, I tried again in Blender 2.79 after "Factory Reset" and no audio rendering...and still much larger than the original zoom MP4.
I've downloaded Blender 2.90 (Linux), cleared out all Blender settings I could find in my home dir (including within .config, .share, .etc) and tried rendering with no special settings: after 2% done I already had 10MB of data.  Extrapolate and the final file would be over 500MB...i.e. no change.
I will say this, I keep having to set the render resolution to 2880x1800 as the default even after I add the video to an empty sequencer.  I don't "import" a video.  I "add" one; could this be an issue??
Edit 2020/09/23: Attempted a fresh install of Blender 2.90 on Debian 10 (though a slow 2-core system), and didn't modify the added video...just rendered with settings allegedly identical to the source.  Resulting render was 511MB, ~5X the original 95MB Zoom file.  I repeated the render changing only the % of the resolution setting to 50% (X,Y was still 2880x1800).  Resulting file size was 178MB.
To @susu's comment about compression, I have it set for MPEG-4 container, Video codec H.264, Medium Quality, Good Speed, and audio AAC codec, mono, and 32000 sample rate, 192 bitrate.  The codecs are the same as the source as indicated by 'exiftool', as is the 32000 sample rate.  Not sure about the 192 bitrate and obviously no clue about the video quality level and encoding speed...
...then I did some investigation and found the source, according to 'exiftool', uses 16 "Audio Bits per Sample".  So I tried changing Blender's 192 default bitrate for audio to 16 but it won't let me go any lower than 32...so I kept it at 32.  Resulting rendered file size with Resolution % back at 100% - 494MB.
Sound doesn't seem to be much of a factor but I can't understand why I have to set Video % to 50 when the original shows no indication of it.  (Honestly, I don't even know what % means if the resolution is X,Y.)
I'm stuck. :(

The size of the file will depend on the compression  settings (codec, data rate, number of channels of audio, etc)

In ffmpeg use the copy stream flag 'c:v copy' so that the video portion is not re-encoded, but just copied.

https://video.stackexchange.com/questions/29258/how-to-tell-ffmpeg-to-copy-all-streams-except-one-audio-stream-to-encode

I've tried to import a zoom-recording (downloaded from the internet; 53MB) in Blender 2.91 and the rendered output file from Blender was only slightly larger (55MB). Maybe you can try version 2.91?
However, if your only need is to silence some part of your video, then you can easily/fast do it with ffmpeg. The command is as follows (all on one line):
ffmpeg -i zoom_0.mp4 -af "volume=enable='between(t,0,10)':volume=0, volume=enable='between(t,20,30)':volume=0" zoom_silenced.mp4

The input-file is zoom_0.mp4. The output-file is zoom_silenced.mp4. Two periods are slienced: from second 0 (begin) to second 10 and again from second 20 until second 30.
You can find more information at: https://stackoverflow.com/questions/29215197/mute-specified-sections-of-an-audio-file-using-ffmpeg. There are also lots of YouTube-tutorials on how to install ffmpeg.


text:
How to Copy/Import VSE Content to Another VSE
I'm (kind of) new to Blender and have created a basic "title sequence" in the VSE.  That sequence is made up of a couple of text strips with animation via key frames...nothing fancy at this point.
I want to "import/add/copy/etc" this content to new projects but need to be able to change the settings (text, colors, speed, etc.).  So rendering out the title sequence and just adding that rendered video to a new project is not practical since it doesn't take the new project's content into account (placement, colors, etc.).  Copy/Paste works for most of it, but not the animation/keyframes.
I've done some research on "Append" but can't get it to work.  It always adds the 3D cube to the VSE when I add a "scene" not the text strips with animation/keyframes (I'm not real clear on how to use scenes anyway).
Is what I'm asking to do not feasible?  Basically build a VSE project and add/import it to another.
TIA
--C64Whiz

After some more research and experimentation I was successful in getting my title sequence from one project into another.  The answer, was in fact, via 'scenes'.
Here is the process I took to accomplish the goal (using Blender 3.0.1):
Build your Title Sequence (Scene)
Open a new project in the VSE, add your text strips, and set the key frames to animate as you desire:

Then, it would be helpful to rename the scene.  In the upper-right corner of the Blender window, highlight and change the scene name to something meaningful:

Finally, save the project as usual.
Appending the Title Sequence to a New Project
Next, close the title sequence project and open a new/existing project.  Then, go to File -> Append, navigate to your Title Sequence .blend file and double click into it.  This will not append anything, but instead let you navigate around the .blend contents to pick what to actually append to the new/existing project:

From there, navigate into "Scene", select the scene you named your title sequence, and click Append:

Note: You won't see anything in the new/existing project yet, but you will shortly.  Keep going...
Insert the Scene into the VSE
Now, in the VSE, Add -> Scene and select the Title Sequence you created (it should show the name you used):

At this point, you should see a cube in the preview window and the sequence editor will contain the scene strip:

KEY #1: Access the Title Sequence Itself
Now, HERE IS KEY #1 - notice on the right of the sequence editor (shown in the previous image), in the Scene drop-down section you have "Scene" and "Input" labels?  Change "Input" from Camera to Sequencer.  Your strips and preview should look familiar now!

KEY #2: Access the Title Sequence Strips
Finally, to edit the text strips (text or animation content), open an Outliner pane (the image shows me just changing my preview pane to the Outliner):

Change the "View Layer" to "Scenes":

and click on "World.001" under Title Sequence (or whatever you called your title sequence scene):

And now you have full access to the text strips to modify as you'd like.
Going Back to the Project After Adjusting the Title Sequence
Once you've finished adjusting your title sequence, click "Scene" to go back to the new/existing project and continue inserting/editing the video as usual:

As you can see, I created a new preview pane to show the last step.
HTH.


text:
How do i make my blender poly structure symetrical?
The blender poly structure is not symmetrical from the top. I've tried symmetrize and snap to symmetry. It doesn't do anything.
I have discovered that sculpting causes the objects symmetry to basically go berserk (yes even if I sculpt symmetrically.) (at very minimal amounts though).

It would help if you took a photo that more clearly showed your mesh, and what was wrong with it.

Unless I zoom in a ridiculous amount, it won't show. The file is there for reference.

Try clearing the rotation in object mode with ALT-R. The scale is already set to 1, but the rotation is all over the place! It seems to sculpt ok once that is reset.

Thank you your advice sounds very useful. I tried doing as you said but nothing happened. I think I'm doing something wrong? I selected the object so that it is yellow and pushed alt r but the only thing that appears is the clear rotation pop up in the bottom left corner.


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how to extrude an svg on surface of cylinder
I want the fish that sits on the cylinder to extrude out off the smooth surface
Much like a fish stamp but on a curved surface.  I can get the fish curved on the surface but cannot get it to extrude
I have a cylinder and have imported an SVG and shrinkwrapped it top a cylinder.  How do I extrude the svg on surface of cylinder to it is raised/extruded (embossed)?
I tried to add midifier > solidify but the extrusion went crazy

https://blender.stackexchange.com/questions/52904 https://blender.stackexchange.com/questions/6226/ https://blender.stackexchange.com/questions/44758/

@DuarteFarrajotaRamos that link does not seem to address my issue.  I need to extrude the image off the cylinder.  I already have it shrunkwrapped onto the surface

I can understand you need something different than the mentioned questions. But please clarify what you need: as I see it, do you want to extrude the outlines or obtain the whole shape embossed?

I want the fish that sits on the cylinder to extrude out off the smooth surface
Much like a fish stamp but on a curved surface. I can get the fish curved on the surface but cannot get it to extrude

Is the svg flat? Could you upload your blend file? (please use this link to do it: https://blend-exchange.giantcowfilms.com/)

Again a question: if for 3d printing, do you really need it to be embeded in the same linked mesh?

maybe not.  I am new to blender/3dprinting.  open to suggestions.  You are correct the intention is to 3d print a roller stamp

If you don't need to have one connected mesh, so effectively this should answer the question: https://blender.stackexchange.com/a/44820/19156

A remark: the fish itself seems to have non manifold parts (check it using "select/all by trait" in edit mode)


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UnboundLocalError of writting a file while updating script
I'm trying to update some old code that worked for 2.79 but I'm trying to update to 2.8. One of the parts of the script involves writing a meta file and using some variables from the script to write it. while testing the script, it keeps giving me errors
The code:
     almeta="""fileFormatVersion: 2
guid: """+alguid+"""
timeCreated: 1505499902
licenseType: Free
TextureImporter:
 fileIDToRecycleName: {}
 serializedVersion: 4
 mipmaps:
   mipMapMode: 0
   enableMipMap: 1
   sRGBTexture: 1
   linearTexture: 0
   fadeOut: 0
   borderMipMap: 0
   mipMapsPreserveCoverage: 0
   alphaTestReferenceValue: 0.5
   mipMapFadeDistanceStart: 1
   mipMapFadeDistanceEnd: 3
 bumpmap:
   convertToNormalMap: 0
   externalNormalMap: 0
   heightScale: 0.25
   normalMapFilter: 0
 isReadable: 0
 grayScaleToAlpha: 0
 generateCubemap: 6
 cubemapConvolution: 0
 seamlessCubemap: 0
 textureFormat: 1
 maxTextureSize: """+str(height)+"""
 textureSettings:
   serializedVersion: 2
   filterMode: -1
   aniso: -1
   mipBias: -1
   wrapU: -1
   wrapV: -1
   wrapW: -1
 nPOTScale: 1
 lightmap: 0
 compressionQuality: 50
 spriteMode: 0
 spriteExtrude: 1
 spriteMeshType: 1
 alignment: 0
 spritePivot: {x: 0.5, y: 0.5}
 spriteBorder: {x: 0, y: 0, z: 0, w: 0}
 spritePixelsToUnits: 100
 alphaUsage: 1
 alphaIsTransparency: 0
 spriteTessellationDetail: -1
 textureType: 0
 textureShape: 1
 maxTextureSizeSet: 0
 compressionQualitySet: 0
 textureFormatSet: 0
 platformSettings:
 - buildTarget: DefaultTexturePlatform
   maxTextureSize: """+str(height)+"""
   textureFormat: -1
   textureCompression: 1
   compressionQuality: 50
   crunchedCompression: 0
   allowsAlphaSplitting: 0
   overridden: 0
 spriteSheet:
   serializedVersion: 2
   sprites: []
   outline: []
   physicsShape: []
 spritePackingTag:
 userData:
 assetBundleName:
 assetBundleVariant:

   """

       file=open(path+alguid+"\\asset.meta","w")
       file.write(almeta)

       file=open(path+alguid+"\\pathname","w")
       file.write("Assets/"+assetname+"/"+assetname+"_Albedo."+context.scene.my_enum2)

and the error I'm getting is:

UnboundLocalError: local variable 'height' referenced before assignment

for the line below "- buildTarget: DefaultTexturePlatform":
maxTextureSize: """+str(height)+"""
height is declared as:
        height=image.size[1]
What I'm getting confused is that why it is a problem when updating blender versions and it is giving an error to the second height variable instead of the first one
I'm new to python coding and any help of fixing the error is appropriated

Recommend using fstring formatting  rather than string addition example https://blender.stackexchange.com/a/136888/15543  Basically you haven't declared height before use.  Please post if and where you are declaring the variable height in script above.

Extending from batFINGER, please remember to escape {} if you're going to use fstring. There does contain some in your string. Using {{}} to escape the literal behavior.

I declared the height variable as         height=image.size[1] before the code posted

Without the whole code this is a guessing game, for instance copying - pasting - running code as is produces same error for alguid   Hard to see how this has anything to do with the blender python API apart from it being run as a python script from blender.  making it a candidate for closing as off-topic for being a python run-time error. Suggest making a minimum working example by  editing code to  declare some dummy values  eg height = 33.33; alguid="Foo" etc. Often doing this pops out the solution..


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Creating a cage for baking for a mesh that has a gap in it
I know the concept of creating a cage by just copying the low poly mesh and inflating without changing anything else in terms of vertices etc. However, my mesh as shown has an inset and backwards extrusion which the cage doesn't cover even when scaled. Should I just manage with the ray distance even though it does not bake a perfect normal map or is there a way to fix this cage to encompass it all?

The details aren't massive but its on both edges of the mesh mainly.

Hi.The mesh seems to be pretty low poly - what do you want to bake and why?

Hello! what Im trying to do is bake the edges of this hammer as I sculpted with the cloud brush to implement dents but because my Laptop has slowed down so much. I decided to leave it as is and just go with what I made. I'm just still learning anyhow so wouldn't bother me how much detail is on it.

It's still hard to understand what you want to do. One usually needs to bake high resolution detail from high resolution mesh to a texture intended to be used on a low resolution mesh. It would explain a lot if you added screenshots of the high resolution mesh you want to bake and the low resolution version, that you want to bake to. It seems you only shared the images of the low resolution mesh so it is hard to understand where your problem is only looking at the information provided.

I've added the last pic just to show the small amount of sculpting details from the high poly.


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How can I fix these artifacts?
I am trying to model this hammer. I used Looptools instead of Boolean as less destructive but it seems these artifacts are inevitable. I included the .blend file.
It was mainly a combination of Looptools and insetting/extruding parts that caused this mesh to be a bit of a mess.

You should observe what effect Subdivision Surface modifier has on different geometry. In this case the topology you modelled is just not good for it. If you have concave faces in your model the result of Subdivision Surface modifier will often be undesired:

This problem can only be fixed by modelling correct geometry for the modifier. You can have the modifier added and model things with it visible to see what results you get in real time while modelling. In some cases adding edge loops(ctrl + r) will help you, in some cases joining some vertices(j) or using the knife tool(k) in order to avoid concave faces might improve the situation. I cannot describe all the possible scenarios in this answer because of how many of them can be so my advice would be to experiment and see for yourself. Don't forget that you do not have to use Subdivision Surface modifier at all and can also achieve the same results using other modelling techniques. In many cases modelling inorganic shapes one can get better results simply using bevel(ctrl+b) operation.

Thank you. Yes I have tried using the 3 methods to fix the messed up geometry but it didn't work really. I suppose I am gonna have to get rid of subsurf and just manage with bevel as you said. I find working with subsurf on makes things a bit awkward but Ill try starting over without it and just add a bevel modifier instead.

I have tried adding a bevel modifier whilst removing the subsurf. It does not seem to be working. I have already tried merging by distance and recalculating normals. Any ideas?

I was talking about bevel operation, not the modifier. There is no single action that you can do to fix the problems so there is nothing that could 'seem not to be working'. I was talking about the whole modelling process. If you fail, you just need to try again even if it means starting from scratch, I am afraid.

That artifact mostly is a result of booleans, or other modelling tricks,bad bevels, but mostly booleans.
I just found this out too, but you can just add a modifier named
EDGE SPLIT

for me, it solves that artifact resulted by booleans or bad bevels

I gave this answer a downvote because it is just not a very good idea to fix bad topology by introducing even more bad topology. This is a bad advice that will lead to even more problems and does not explain or attempt to solve the actual issue.

So what you're saying is the bad topology is a result of a bad method for modeling? As in better off using another approach to the modeling.

Since there is a blend file attached it's easy to find out that Edge Split is not the general solution for everything. Like this case - it may also cause problems with the Bevel modifier on this model. Anyway, this is bad geometry that needs cleaning up, taking an Edge Split modifier is just another "modeling trick" to cover this up.

Yes, I wouldn't even call Edge Split a modeling trick. It does not solve anything, it just makes even more mess if later is applied. This is not a good answer at all.


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Can't get transparent glass in Eevee
So I am trying to make a glassy transparent cup according to a tutorial but I seem to have misclicked something and now every default material when I change the viewport into preview material is the default forest one that comes with BLENDER 2.90. However, when I render the object with the camera it shows the way I want it.
I have tried removing the material from the cup or the liquid and adding a new one with the default white color. when I turn the Transparency to 1 and Roughness to 0 it becomes the forest HDRI again.
This is what I mean

blend file: https://pasteall.org/blend/154d7b8156aa42bbb0c41dcb332a32ab

Preview and render use different render engines, that's why it looks different.
Just enable refraction in Eevee and both will look right.

Properties > Material > Viewport Display
Check Screen space refraction
Specify Refraction depth (glass thickness)

More thorough answer: My glass material isn't transparent in Eevee

I am using Cycles render. I think its something wrong with the Scene world rather than the refraction.

Right :). But your viewport preview (the third icon) always uses Eevee. I don't think there's anything wrong with your scene, but you can share the .blend just to be sure.

I have tried your method but all I get is a lighter version of the forest material.
https://imgur.com/5GH6y5Q

@Goop Yeah, you also need to enable refraction in Eevee render settings :). Follow the linked answer.

I did in both but it still looks off and is not working properly even though initially it did b4 adding the liquid and changing something.
https://imgur.com/MwGKyWJ

I could not upload it on blend exchange so I did it on this other website. Id appreciate the help. My problem is when I put the viewport into render either it shows the same forest material reflection or the whole world is bright white when I tick the Scene world box.
https://pasteall.org/blend/154d7b8156aa42bbb0c41dcb332a32ab

Hello :). First, your Refraction depth is 2 meters. It should be around 0,002 meters, or 0 (to disable it). Second, you table is hidden in viewport, so you're looking straight through the glass into your forest background :).

Ok I managed to get it working somehow after a whole day of throwing my head into the wall. One last thing. How do I get rid of the forest background so it does not always reflect through the render shading viewport. I want it to go back to being whatever the grey default background it is.
If I tick the scene world and change the white color background then the whole world becomes that color even the objects. I want it to be the way it'd be on a fresh project.

Hello :). Just check Scene world in the Viewport shading menu , as suggested in the other answer. Related: Why does Blender show trees in my glass cube?

This may be the reflect on this very shiny material (roughness = 0) of the HDRMI provided by Preview shading. If you tick Scene world in shading menu, or switch to Rendered shading it should disappear.

Changing to Rendered shading does not make it disappear. However, ticking the Scene world does make it look transparent but the whole 3d viewport world is bright white as opposed to the default grey. https://imgur.com/GxagJGy

In Rendered shading, you also have to tick Scene world in shading menu.
You may have change world color in World properties for a lighter color.

Does not seem to work as when I change the world color it changes the objects color to reflect that as well. like everything goes grey.
I did tick the box in rendered shading and it still just makes that viewport full on bright white too.


text:
Why knurling is a problem for boolean difference tool
I want to cut the cylinder with the "Boolean-Difference" but it doesn't work. Someone could help me? Thank you :)

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

When using Boolean modifier you always need to specify which object should be used as a "cutter", i.e the one which your main object is interacting with. There is a special field for that in the Boolean modifier settings which is empty in your screenshot. So Boolean is actually doing nothing at the moment. Did you try to pick an object? While Boolean can and often has problems with complex geometry, there's some setup to be done first. Also please don't use all caps in the posts or title.

there is something wrong with your topology, probably faces or vertices overlapping, etc, I think it prevents the boolean

Please don't use all caps. Read: why all caps is usually a bad idea


text:
How to align meshes with matching edges via Python
So basically I have about 325 separate meshes, broken up like a jigsaw puzzle. Like a jigsaw puzzle each mesh edge has a partner mesh with a matching edge. I was curious to whether or not there was a way to use python to pick a mesh then search through all the other meshes until it finds its partner then align them based on their edges? Now I have no idea if this is even possible I have 0 knowledge on python, but I've spent about 3 hours trying to do it manually to no prevail! If anyone could shed some light on this I would very much appreciate it! Thank you!

Pictures are a good way to describe things too. The more info you add to your question the more likely to be answered. Would also suggest making a stripped down sample file with say 5 pieces (with at least 2 "matching") https://blend-exchange.giantcowfilms.com

This is probably possible (but not simple, but... interesting...). Could you upload a blend file with these meshes as suggested by @batFINGER ?

Are the meshes 2D (planar) or 3D (volumes)?

Hey sorry guys! Never got a notification of responses! I'll get a demo of what I'm doing drawn up real quick and put on here!

Here is what I start with:
Starter Image
Here is what I want:
End Result
Here is the Demo File:
Demo File

Not sure if anyone has had the time to take a look at this. But if you could help me come up with something that can do what my goal is, I'd appreciate it very much!

You could certainly build a couple of loops in python to do this, but what would qualify as a 'matching' edge? length? angles?

Doable and easier than we though, the edge is somewhat continuous and can build a dictionary for searching matching edges. As far as there is finite boundary and the edges is all look like quad, looping boundary edges and matching between them is feasible without complex algorithm.

Basically I am looking to match edges based on the vertices count and the location of the vertices. Two objects that have the same amount of vertices and the same position for each vertex. So for example: if mesh A has an edge that has 16 Vertices on the -x axis, then store each vertex vector in an array, then find another mesh(mesh b) with 16 vertices on the -x axis and store their vertex vectors in an array, then compare all 16 vertices of mesh a with all 16 vertices of mesh b and see if they match. If so, then move mesh along -x axis to match the vertices and merge those objects together.

@NoobPyBlender, general case is a bit complex (so long, imho). Are the parts rotated?

All objects are extracted from a game archive and the objects are offset and usually rotated in the correct rotation. Its really just aligning the meshes is what Im trying to do


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Apply mask/material by angle of an face
Is there a way to apply a map, mask, or material by an angle threshold? I have done this in C4D years ago but unfortunately no reference to share.
For example, on a mountain, I want to apply snow on parts that are flatter while on steeper parts I want to apply the mountain texture.
Thanks,
Stefan
Quick test and result after I got the answer and exactly what I wanted!:

You can use the Input > Geometry node, plug its Normal output socket into a Converter > Separate XYZ node in order to determine the angle. You can also plug a Mapping node between the Geometry and the Separate XYZ if you want to tilt the angle:

Use a b&w ColorRamp if you want to use the Geometry node as a factor between two textures:

You could take the dot-product of the normal of the surface with the unit Z vector, as a measure of the angle with Z.
It's cos(the angle with Z), if you want to arccos it, for the actual angle, in radians.


text:
Saving project move objects
I use Blender v2.83.6 on Linux Mint and I have an annoying systematic problem.
Before saving my project I inspect my work : all is in place, so I do CTRL-S.
When I re-open the file, 2 objects (always the sames) have moved.
One on Z axis and the other on Z and Y.
Each time I must reordered these objects.
I'm new with blender and I can't figure what happened. Is it a bug ?
Could you guide me ?
My file is here

You need to share more info about the objects, and some images also help. Or even you file to take a look at it

Are the objects connected each others in some mean? Parenting, modifiers, other?

No, the objects are not connected. I followed a tutorial and all objects are independents. The screws are parts of arrays. I added a link to my file. Thanks for your help.

The moving objects have a keyframe:when Blender load the file, it replaces the objects at the keyframed position.

Delete the keyframe. Using right click on the location:

And place again these objects where they should be.

It works ! Thanks a lot. I don't know anything about keyframes, so I googled a little ;-) I don't know how I was able to add theses properties to the object.

Could simply be using the I key when over the location without noticing it.


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bpy.ops.fluid.bake_all() always overwrites
I am running this command when I have already baked previously and I see that it still bakes overwriting the previous baking. I thought that baking was skipped when the cache_fluid folder was created.
I thought this command would work only if there was no other cache folder with that name, and, in case there was other folder, it would just stop, but in my case is overwriting the previous folder.
Is there a way of preventing this? Thanks!

That's intended and makes sense because you do not want to have redundant gigs of cache files you'll never use. I'd suggest up the cache version by changing your file name to something like foo_v02. In general I would recommend always manually figure out how it works using the UI in the first place, then try to implement it using python and please add the current state of your code if the question is about bpy, see: https://blender.stackexchange.com/help/how-to-ask

I didn't add my code because I am just trying the command, so there is no code basically. Just a one liner to see how this works. I mean I thought it skipped baking, not that it creates one new folder every time I press the button. And I also thought in order to bake again, deleting/cancelling the previous bake was needed. That's in fact what the UI shows you so I thought the command would work the same way. But in my case at least, the command is overwriting the folder previously created.

If there is still some errors in the question, I'll change it! I usually post code examples but being the case that I was only testing the command I thought it wasn't necessary!


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Baking every object with physics by script
I am trying to create a set of scripts with bpy that render a project automatically from the console command line, and I have created them.
But before rendering, I want it to actually bake everything that has some physics that need baking. So basically the user executes the script, and it does the process needed to bake all objects with physics that need baking  automatically.
But I am kind of in a dead end now, since I don't really know how to approach this.
Maybe you guys can show me some light here.

Can you explain it a little bit .I don't understand what you are trying to convey!

Ok, to put it simply, what I am trying to achieve here is a script that renders a blend project. Like if you press F12 or ctrl + F12 in the Blender GUI. I want the output to be correct obviously, so I need to take care of different things like baking. Making a script that gives Blender the order to render is easy, but if you want the script to be complete with options things get a little muddy. Thanks!


text:
Creating a panoramic, shaped backdrop with UV project modifier
I searched around this place and found a lot of interesting things, but no real answer to my problem so I'm hoping somebody could give me some hints.
So, this is kind of a reversed thing to this cgmatters tutorial, where they create rooms from pictures. I want to depict an architecture (room1) in another, smaller room (room2). Basically room2 ist completely different geometry, but painted/textured in a way that he looks like room1. An optical illusion, comparable to an Ames Room, if you will.
https://en.wikipedia.org/wiki/Ames_room
There is a very easy way to do this, and that is the uv project modifier with a camera as projector that has the same angle of view and aspect ratio as the one that took the shot of room1. The results are great, I attached some test pictures at the end.
This however leads to extremely different texture resolutions. The sides of the room are high res, the center however is compressed much more by the wide angle (3mm lens) and becomes pixelated.
Unfortunately it seems not to be possible to project panoramicaly from a panoramic camera (as opposed to perspective or orthographic). Maybe I just didn't find the right settings?
Another idea that i really liked was to make the walls of room2 transparent, place room2 inside room1 and then bake what you see through them from the camera to this mesh. Unfortunately I only managed to do that from each planes normal, so it gets a cristalline distortion effect, basically every face has its own perspective. (picasso would have liked it) Is there a way to bake transparency from the viewpoint of the camera, not the normals?
My last idea was to use a bunch of renders, like you would do a stitched panorama. Render, turn camera, render...etc. I could use the rendered files for texture extraction techniques like the ones in cgmatters video, but honestly, that seems tedious.
I would appreciate your insights in this and suggestions for possible solutions.
Thanks in Advance
I made a scene to demonstrate what i want to do.

Room 1 is to be depicted on the geometry of room 2

View of Room 1

View of Room 2 using a wideangle projection. this works, but quality is low

View of Room 2(B) using an equirectangular rendering of Room1 as texture. It is not mapped correctly by the UVProject modifier

View of Room2(D) using baked transparencies as texture. These are rendered from the faces normals and thus all "see" through the walls from a different angle.

Explanation why I want to do this, in case you want to know.
What I want to do is create a diorama (in real life), like you would find in a natural history museum. This diorama shall depict a scene in a large building, much larger than the actual space the diorama will be contained in. This is what diorama creators usually do, only that it is a building, not a landscape. The classical method would be to carefully transpose photographs or sketches from the real landscape onto the curved alcove of the diorama and paint over this sketch and grid. But we live in the 21 century and i am no painter, so I have a model of the room, made in blender, and i want to create a texture, that is distorted in such a way, that, if seen from the right position, it will give an illusion of the architecture. he easiest way to imagine this is to imagine the diorama alcove as made of glass. You would then just use what you see through the diorama wall as its texture.
Pictures: older version of the demonstration
Room1 Front View

Room1 Wide Angle Render

Room2 with picture #2 projected onto it, top view

Room2, seen as room1 in Picture#1

Hi and welcome. Have you tried to use multiple cameras for the UV project? providing an example would be helpful. You can upload a blend file using https://blend-exchange.giantcowfilms.com/

Hi and thanks for the suggestion. I added a file to the original post. I have looked into the multiple camera project method. As far as I understood, it always uses the nearest projector. That would not work, because the core of the perspective illusion is that there is only one camera and only one projector, creating a perfect point of observation.

By panoramic, is it 360 3D view (spherical) or "just" 360 around Z axis?

@lemon. I actually need only half a panorama. 180deg by 180deg. Using an equirec to make something like a sky dome has the problem that my viewpoint is not in the center of the geometry.
I have made a new example file that hopefully helps to show what I want to do.

I found out how to use an equirectangular image as a projected texture for projection mapping type scenarios. Maybe it's helpful to someone else, so i'll share it here.

Render an equirectangular panorama of the scene. This needs cycles and the camera set to panoramic instead of perspective.
Save the rendered image.
go to the thing you want to project on, go to the Shading-Environment and create a new Material.
add an "Environment Texture" Node and drop your Equirec-Render into it. Plug that into your Principled BSDF, or, if you don't want shadows and stuff, an Emission Node.
add a "Texture Coordinate" Node and connect it's object socket with the "Environment Texture"-Nodes vector socket.
add an "Empty" and place it at the specific location that is supposed to be the center of your projection. (in my case the place where a visitor would stand to see the diorama)
In the texture coordinate node, choose the empty for the "Object" field.
Tweak the projection by moving or rotating the empty.
Slab the material on anything you want to project onto.

The Node Setup. The projektor2 object is the empty defining the source or center of the projection

the diorama. The selected empty is the texture coordinate input

I guess one could also displace the object origin and then point the "Texture Coordinate"-Node to that. This might be a better solution if you want to project on different objects from different points without having to always create an empty and a new material.


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how to fix top faces of Sphere?
When i add Modifier "subdivision surface" it will happen.Don't know why..

[![enter image description here][3]][3]

There is a few things you can do.
When you subdivide cube you actually gets a sphere with different topology.

Or you can delete the top polygons and grid-fill them, but that needs some tweaking as the grid-fill will be flat, so you can select the center vertex and with the proportional editing and move him little up so the sphere is round.

Also you can use ISO sphere in the mesh menu but that is made out of tris polygons.

This problem on the surface (when using a Subdivision Surface modifier) is caused by the triangular faces on the top.
SOLUTION 1 - SUBDIVIDING BEFORE
When you create the sphere, increase the Segments and Rings in the Redo Panel (on the bottom-left corner of the screen).

SOLUTION 2 (recommended) - TRANSFORM TRIANGLES IN QUADS
Select the top vertex.

Move the cursor on the vertex pressing SHIFT+S and selecting Cursor to Selected.

Delete the vertex pressing X and selecting Vertices in the drop-down menu that appears.

Select the loop of the hole holding ALT and clicking on an edge of the loop.

Extrude it pressing E moving it a little bit and pressing ENTER or the left mouse button.

Press SHIFT+S and select Selection to Cursor to move all these vertices on the cursor.

Repeat for the other pole vertex.
Result:

with the second solution there is actually a "invisible" hole right?

Exactly! If you have just to render that's not a problem, If you need to print than the first solution is better.

An alternative to get this result is start from a grid https://blender.stackexchange.com/a/24053/15543  (good for equirectangular UV maps)


text:
Problems with automatic weights when rigging
Just created a simple character with a head, body, and legs. But when I use try to rig it, the joints get distorted. I tried to use empty groups (since it worked in 2d), but the parts wouldn't move.
Normal/Resting Position:

When I move a model:

Weight Paints:

Here is the file:
https://github.com/daarush/BlendersTestings
Please tell me if you cannot access it.

If you want your model to behave as rigid parts please state so.  If you want you model to behave as organic rubbery flexible parts please state so.  I am guessing at this point.  Please show you model in weight paint mode.

Please restate [the joints get distorted] clearly.   Again guessing.  Do you mean meshes are intersecting? You probably can consider a tutorial on Armatures and Blender  on the famous website that has a  name that rhymes with noonoob.

Can you take a look again @atomicbezierslinger.

Please show your entire screen in weight paint mode.  So we can see bone selected and the associated paint, and whether or not you think the weight is correct.  A full picture of the weight paint mechanism not tiny bits.  A picture with an arrow that indicates ... this area is a problem because ....

I am new to blender, how do i do a entire screen?

Keep in mind if this is too tutorial in nature some people will stop writing.  You can capture part of  a screen ... or the whole screen ... You can tell me what mechanism you already used to capture the image.  I would like to see the 3D View and the Vertex Groups all at once.  All your bits and pieces can be deleted from the question

I will check back in 24 hours  to see if any of the requests put in the comments are satisfied,  if I am able.

for this kind of character you need to parent With Empty Groups then select a part of your mesh in Edit mode and in the Properties panel > Object Data > Vertex Groups, assign to the right vertex group

@moonboots, just looked at the vertex groups, and like atomicbezier was saying (that I have more than 4 parts in total), both of you are correct.

you guys need to understand I am just got into blender, so please take a look at the file I sent, so you guys can take a look at the way you want.

Since the head object wears a hood, automatic weighting cannot correctly weight the hood.

the hood and the head is one mesh

It looks like you have 5 pieces rather than 4.  Include both head pieces with parenting to the bone.

no, it only had one head piece

I can send the file to you, if you'd like.

TL;DNR:  Here's your rigged character:

You have several problems.

Each of your four objects is non-manifold
You shouldn't parent when there are transforms applied to the armature.
Your feet bones don't have parents so there's no single bone you can use to move the entire object in pose mode.

Your best bet would be to parent each object to its own bone separately.
Here are the the steps I took to fix the rigging.

Undo your current attempt.  For each of the objects:

Select the object in object mode.
go to Object properties; open the Relations panel and click the x to delete the armature as parent.
go to Modifiers and delete the armature modifier.
go to Object Data properties and remove all of the vertex groups.
Clear all transforms by typing Alt–GAlt–RAlt–S

While you're at it, fix the duplicate vertices.

Select the object in edit mode, select all of the vertices and remove duplicates by typing M and selecting by distance from the drop down menu.

Fix the rig itself

Select the rig in object mode
Make the rest of this easier by going to Armature Data Properties; opening the Viewport Display panel and selecting In Front
Clear all transforms by typing Alt–GAlt–RAlt–S
Select the rig in Pose mode and clear all transforms by typing Alt–A to deselect all bones and then A to select all bones and then Alt–GAlt–RAlt–S to clear all transforms.
Select the rig in edit mode.
Select each of the leg bones and then select the body bone.
Type CTRL–P to parent and select Keep Offset from the dropdown menu.

Finally, you can now parent the objects to the bones.  For each object:

Select the object
Shift Select the Armature
Enter pose mode.
Select the bone the object should be parented to.
Type CTRL–P and select bone from the drop down menu.


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4K texture looks pixelated
I modeled a high poly TV where I went into substance painter and made a 4K texture. It looks normal, however, when I render in cycles, the texture looks blurry/pixelated no matter if I use 500 or 5000 samples. Why is it like this? I rendered the cycles image with a low sample count for speed. Just know, no matter how high the count is, areas like the TV and wall are pixelated.

This is not enough information to answer your question. There can be any number of things causing your issue. Start by uploading your .blend to https://blend-exchange.com/ Then attach some pictures of your problem.

What information do you need I thought I was pretty specific?

Information like a visual image of your problem. Even with that, it might not be clear what the issue is, that why a .blend is also needed. If you want the highest chance of people helping you, a simple description with images and a simplified .blend is the quickest way. Just some advice :)

I updated the info...

I still don't see the issue. The first image doesn't tell me anything, the second is really low res and full of jpeg artifacts. I can't help unless you provide your .blend so I can take a look at it.

Yup, that's pretty blurry.  It's hard to tell what's happening here, unless it's something like mapping a hundredth of the texture to a plane.  Maybe you could pack the image into a file and link the file?

I was showing that in the second one, the textures look fine. But if you look somewhere like the top left of the TV, it’s very pixelated. When I have time I will send a brighter image with a higher sample count. My scene will be dark though so that is why it was that way.

It's hard to see with the image resolution. Could you add an image of your UV setup ? If you use a 4K image but use only a small portion of it in your UV mapping, it will naturally look as if it's zoomed in. Or are you talking about the Seam in the top left or the monitor ? This isn't related to texture resolution


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How to UV Correctly?
I cannot find any useful tutorials somehow. My model has awful UVs and I want to know how to fix them. What is the workflow to fix this type of thing or a useful tutorial for it. I do not know much about UV unwrapping but I have marked seams and done a smart project. The normal UV project was terrible. The smart one was okay but had so many UV seams it was impossible to use.

These are for one of the answer discussions:

Can I get a picture of your UVW map and a better angle/view of the seams please? If you were really struggling I could make a short video on how you'd unwrap this particular model.

Please post images of your model in the 3D viewport and in the UV Editor so that we can see if your mesh is subdivided and unwrapped correctly.

I added the photo. This was with smart UV project. The other was with unwrap.

Have you tried using "Follow Active Quads" as demonstrated in this video? It seems that Blender is deforming your cylindrical shapes and that's what is causing distortion. This will straighten those cylindrical shapes out for you and should fix the problem. Also you've got four seams for that handle when you only need the one. Unwrap it with a single seam and then apply the below method.
SIDE NOTE: In the video he says to search for "Follow Active Quads" but you can also find it by pressing 'U' in the 3D viewport and finding it there. Hope this helps! https://youtu.be/bHbgQs8zkpw

So it undoubtedly worked for the handle and it looks great. I am just not sure what I would do with the rest of the parts since their UVs don't seem to be that way and more spherical. I have added two more photos to show this.

Those other parts may still unwrap as cylinder if you make a cut around it at the top of that lip, just where it connects to the base of that plain cylinder (the main one with the explosive in it) then make another cut down the side and try a normal unwrap. If you get distortion then trying cutting down the edge going through that circular inset. Using the same method to unwrap it doesn't work every time so it's best to try different methods. Smart project is good for some things but not everything. If you really get stuck I could look at the model for you?

I should be fine. Thank you so much! I will definitely use this in the future!

Please ask the OP any questions you might have in the comment section instead of the answer section.

right click and click unwrap.
If you want it to look even better, click on uv>smart uv project.
This will take longer, but gives considerably better results than just simply unwrapping.

My issue (said in the description) is that the smart UV has seams that mess up the UV in texturing and the normal unwrap just goes crazy.


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Rigid body physics only applied correctly in edit mode
I'm confronted with a weird problem in blender's rigid body physics, where the simulation is only applied correctly if the active objects are in edit mode. My test scene: one simple cube and two pallets (euro pallets for logistics) are falling from about 10 meters height onto a simple ground plane. The pallets are real sized and also real weighted. All actives falling for Newton's sake, but the collision on the ground is going wrong. There is a translational impact but no rotational on collision.
The normals are all pointing outwards, but the collision isn't applied correctly, not even close. To check the normals I had to switch to edit mode, did then accidentally hit space, and saw the simulation surprisingly well applied. Almost, because the collision has to be set to convex hull. If set to mesh, both pallets seem to weirdly jam together during collision, almost like the displayed wireframe vertices get stuck together. Sounds silly, but obviously the simulation use the displayed auxilliary mesh overlay for collision, instead of the actual object's data...
The next funny behavior is the fact that the simulation is also rendered correctly in evee or cycles output only if the actives are in edit mode. I don't think that an editor state should yield different output results.
I'm a bit clueless what's going wrong. I've the feeling that something messed up with the pallet's local coordinate system, but I don't know how to fix it.
Btw, I don't know whether it's related or not...but the pallet's appended from another .blend file and there it was imported from an fusion360 exported .fbx file, where I had to fix the scale.

A couple of thoughts:

since you imported the objects, be sure that you have applied scale & other transforms before using the objects.
Sometimes Blender will cache sim results which are corrupt, so be sure to 'rewind' the simulation to the beginning when running it. You can also manually force the cache to clear.
Re: the meshes jamming together, you can add a 'collision margin' in the rigid body sensitivity settings, or increase the solver iterations, to mitigate this.
HTH -Z

Thanks @zippy for your answer. I checked the mesh again and have to admit that I missed to look on the scaling properties, although the dimensions were fine, it was scaled by factor 0.013;) Now everything collides fine in object mode, too.
Thus you shouldn't play around at 2 am I think;)
The observed behavior makes completely sense now, because the integration steps for the solver are too far away from each other because of the (actual) size.

I've just ran into this actually. After watching it over and experimenting a few times I think in edit mode you're actually simulating with the Convex Hull mesh.
Here is a quick video https://i.sstatic.net/QjtJ6.jpg
If you swap to Convex Hull, you get the same result as edit mode. You generally don't want a Convex hull for more complex collisions as it won't properly fit your mesh.


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Vector scaling in python

I believe it's an easy math function, but I don't have any idea how to solve it.
I have a 2D vector that I want to multiply to a certain length. But I only have the x value of this new location so how do I get the y component of the new location?
In other words, I have the vector start and end positions, I also have the new end x value, how to get the y value?
Thanks in advance

If you're just scaling the length it should just be a "similar triangles" problem. If you have the start and end points, then you can subtract them to get the original x and y vectors. Then if you have the new x, it's all proportional.
x / y = x2 / y2
So rearranging the equation should be
y2 = (x2 * y) / x

Thank you Dale, it's working on paper, I'll implement it soon.


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Glass gets black in Cycles
When l add windows basic glass shader they turn into black in Cycles. But when I create plane and add same materion onto it it works. I couldn't find the reason.
file link:https://drive.google.com/file/d/1djWPDpvRsxy6ttWzWJLwgqsd33tG3le9/view?usp=sharing

could you plase share your file? https://pasteall.org/blend/

Hard to say from those screenshots. Are they reflecting something? Are the normals oriented in the right direction? Are those windows floating in the air or do they belong to this pink cube? If so, why is there a windows in a 90° angle between the others? As @moonboots said, please share the file.

https://drive.google.com/file/d/1djWPDpvRsxy6ttWzWJLwgqsd33tG3le9/view?usp=sharing

Under Object Data Properties go to Geometry Data and click on the button that says Clear Custom Split Normals Data. I don't know why you have added custom split normals data on your mesh, but this gets rid of the black.
Also disabling Auto Smooth under Normals makes the glass transparent again, but this shouldn't be the problem if there were no custom split normals. Although, since your windows just consist of flat faces in 90° angles, there is no need for Auto Smooth because you could simply shade the windows flat instead of smooth.


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UV map disappears when I re-upload the mesh
When I try to sync the mesh by 3dm.import addon, the all UV maps gone. Is there a solution for that?
It stores in mesh data. But How can i copy previous mesh data UV map to new one?
The UV map and material stays but the size and scale (unwrap settings) are gone


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Texture Weird shadow
The gravel texture has weird darkness which is based on the mesh. Do you why this happens?
There is a displacement texture and I added subdivision surface. After this, the weird dark lines are occured.
Here is the blender file which also included textures:
https://1drv.ms/u/s!Ao1sZAH1uraLg7B1jIxW6Wlbxah25Q?e=XiDvIW

I don't see the shadows in the mesh from the file you sent. It looks perfectly fine

I will add more pictures.

You have very poor topology https://blender.stackexchange.com/questions/118586/extruding-a-circular-shape-from-a-non-circular-object/118590#118590

Is there a easy way to fix that?

https://blender.stackexchange.com/a/7929/19307

The Problem:
Your mesh has terrible geometry as @duarte had mentioned in the comments. All you have to do is fix the geometry of your plane by following the GIFS given below. It's best if you start from scratch by adding a new plane into your scene as your old plane has several problems for example bad geometry and it's huge in size.
You can fix this with four simple steps in which two steps are optional
Your mesh`s UV unwrap vs The new modified one(Comparison):

Solution:
STEP 1:
First, add a new plane to your scene, tab into edit mode, press 'A' to select all faces, left-click in face select mode, select the 'subdivide' option then repeat subdividing the plane 5 times. Now press 'C' to have the circle selection mode enabled(left click to disable), select a few faces that resemble a jagged-edged circle. Make sure that you have selected them symmetrically. Last but not least press 'X' to delete the faces

STEP 2:
Select all the edges of the jagged-edged circle, press 'Shift+Alt+S' on your keyboard for the 'To sphere' tool and then drag.

STEP 3:(optional)
Press the 'add new shader' option, then add a 'Texture coordinate' node and a 'Checker Texture' by pressing 'Shift+A', connect the checker textures 'colour' to the Principled BSDF's base colour and connect the 'UV' of the texture coordinate to the 'vector' of the checker texture.
We added this so we can check at how the mesh`s UVs look like.

STEP 4 (optional):
Go to the 'UV editor',tab into edit mode,select all the faces,press'U',select unwrap and scale the unwrap in the UV editor.

By the way it's not compulsory that you should create a new checker texture. I just created it to show you how the UVs looks like. You can go ahead and skip those steps and directly add the original texture you added to your old plane(the one without the good geometry).


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Adding a modifier array along a curve is providing inconsistent results
I am using Blender 2.93.3 (on Mac OS 11.5.1) and am running into some odd behaviors.  The goal is to have Dominos collapse and spell a word.

The first image shows the capital "r" and it is acceptable.  I tried this with a second curve (el) second image, but had to use completely different constant offset settings to get it to follow the curve, but the items are way too close.  Oddly, changing the settings to match the first one creates a bizarre abomination that scared me.
Suggestions are always welcome.

I didn't get it all sorted out, but you need to apply your scales and rotations on your curves and Dominoes in order to get things to work.

Apply the rotation of both the curve and the domino
In Edit mode, rotate the mesh of your domino to align it with the global orientation
Put the domino at the same point as the curve's origin
In the Array modifier, choose only one Offset axis
Find the right Deform Axis in the Curve modifier


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I just cannot get an object to bend along a curve properly
Using Blender 2.93.5 on MacOS 12.0.1
This is embarrassing.  I just cannot seem to get an object to bend properly along a curve, with no deformations.  I have followed various tutorials to no avail.  I am trying to bend the curve (seat) along the path Seat Curve.  Goal is to make a U-Shape, sort of like a swing (but this will be a chair seat made from wood).  I have attached some of the comical twisted results, but the blender file will be useful, I am sure.
[]1

I am attaching the blender file.  I have added enough cuts to the seat object, set the origins close to the "starting points" and even moved them both the the "center."  The results are comically frustrating.  I have watched 3 tutorials, and still cannot get it.

--Update--
Okay, with playing with the scaling I was able to do it, but it just seems odd that the tutorials don't seem to mention this.  IT WORKS, but sometimes you get unexpected results.  Good to know.  Thank you for feedback.
Here is updated file:
enter link description here
just an odd point, I notice that the final result is very faceted.  I have tried smoothing it several ways, but cannot seem to do it.  Oh well.
This is much betterer!!  Thank you!

first - make sure that you applied scale for curve + object. second: both origin points should be the same (i would set both to 0/0/0 and move after it worked). after you did that, upload blend file again

It looks like your object is a simple elongated cube. You need to add subdivisions if you want it to bend

Hi Gorgious,Thank you for replying.  However the "cube" has about 36 loop cuts in the direction of the bend, but I will add some more at 90 degrees.  Thank you

The suggestions worked.  Thank you those that answered.  The solution was to apply scale to objects (curve and seat).  I had previously applied rotation, but Not scale.
Once set up, I did have to play with the position, rotation AND scale but due to the scales lining up better, it was easier to find a solution.
blender file


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Liquid disappearing in Mantaflow when container is animated
I am using Blender 2.92 os OS 11
I have done okay with Mantaflow and it works once I understand what I believe to  be quirks...
I am doing my first animation where I am moving the container/collision object (a pitcher).  When moving the water disappears.
The video of this is: Leaky Pitcher
Note:  I also made the liquid a child of the pitcher, thinking that it needed to move, but it did not work.  The liquid stayed a gloomy mess like in the first frame.  Liquid and mesh is baked.
Blender File:
Additional Screenshots with some settings:

Can U add screenshots?

Hmm, I added a link to a video, and the blender file.  I thought that would be enough, but I can add some screenshots.  Is there anything you would like to see?

Well, the 3D viewport just before and after the disappearance, and maybe the fluid domain settings. PS: avoid video links when possible as a few spammers have done really nasty things by posting video links .

Okay, just an update.  I changed the timescale max and min to 10 and 8 respectively, and it took a lot loooooonger to render... but exactly the same problem.

OK, thanks for the screenshots. Huh, yeah, it looks like the simulation is leaking fluid. I’m not sure why, though. I haven’t experimented with FLIP much.

if you are leaking fluid the 2 main reasons are: resolution too low and thickness not high enough.

So I pushed the resolution to 128 and increased the thickness of the effector to 1.2.  Same result.
I switched from FLIP to APIC, and there was no difference.
Finally, instead of making the liquid a child of the pitcher, I moved it independently, and there was no difference.  The water is not leaking out, per se, since it is not going anywhere.  It just disappears.

you are right, i also tried different things - but found no solution. Maybe - i didn't try that - Flip Fluid would do it better....


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Create Liquid shooting from bottle in Blender 2.91
I followed several tutorials, but none seem to generate any liquid.  I am using 2.91.2 on OS 11.
I have a cube set up as a liquid domain and a disk set as fluid Inflow.
(see below).
The problem is that nothing happens when I bake.  It generates the bake without any particles.  I followed multiple tutorials.  I am using Eevee, but that should be okay.  Any suggestions appreciated.
One thing I noticed is that layout of the Fluid section differs slightly than ALL of the tutorials I have seen.  For example, flow type and flow behavior are two different dropdowns, and other subtle differences.
I got some of this working, but have two questions....
How do I hide the domain when it is NOT animating?
There are colored spheres showing up in my fluid.... not sure why.

please provide your blend file

Okay, the differences are caused by the fact that I am using Mantaflow which is new.  I got that.
I think the fluid was NOT working because it was too small.
HOWEVER, now the domain is showing up when the item is not animating.  Not sure why.

Okay I did resolve this doing the following:
I kept everything At replay...It seemed to work, but I did notice some delay.  The next one I will do all.
I had to keyframe the rendering of the domain and the flow source to prevent them from showing when I didn't want to.  I hope there is a better way.
The size of the source and particles DOES matter as a few tutorials have shown.  It is bit difficult and took more trial and error than I would like, but it worked.
I Need to figure out how to keep the water on the screen longer... it disappears which does not make sense. There is no outflow, but I will look at some additional settings.
Overall, very cool.

You need to change the cache bake type to all:
This is what you have:

You need to change the type to all instead of modular:

Then you bake.
(I would also suggest you change the resolution to something in between 64 and 256 (Depending on how good your PC is))
Let me know if it works
Daniel

It worked.  Baking all did resolve most of the issue.  I just found it awkward to HIDE the domain until it is animated, make it visible during the animation and then hide it once done.  I would think that we could set it up, soft of like "Hide emitter" to hide the domain (but show anything animated within said domain).  Maybe there is, but I could not find it.


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Trying to bevel a circle along a path, and getting a flat papercli[p
I am using Blender 2.90 on OS X.
Sometimes just writing it out to everyone helps me resolve the issue.
I created a path in Affinity Design and imported it as SVG.  I do that a lot.
I want to make a paper clip, and bevel along the paper clip path.
The problem is that the paperclip is perfectly flat.  See image.  I found an explanation, BUT it does not make sense to me (maybe I am tired):

The trick is that the shape you want to extrude along the curve must be in the local XY plane of the bevel object. In fact, before extrusion takes place, the contents of the bevel object are projected to the XY plane of the bevel object. It is the same as if you had switched the Shape of the bevel object to 2D.
If your extruded shape is on the local XZ or YZ plane of the bevel object, then it will be reduced to a line when projected to the XY plane, and this line will be extruded along the curve, resulting in a flat extrusion.

This does not make sense to me, nor is it addressed in tutorials I have seen.  I have done this before, but maybe it is because  my path was imported as SVG?
Link to file removed.
Thank you in advance.

What happens if you select your circle, go to edit mode and rotate the circle shape in x or Y?

Rotate the Object (beveled along the curve) and then 3Dviewport > Object > Apply > Rotation

please share your file, it will help to understand: https://blend-exchange.giantcowfilms.com/

I tried these.  I actually had some success extruding in the Z after I had a flat curve, but I know that is NOT the way to do it.  I have added my file.

Found the answer.  On my SVG curve, I made sure I converted the points to smooth points (the ones with handles) but I neglected to change the first point.  It was just a point (no "vectors", if that is correct).  Transforming that point to a vector/smooth curve point worked!


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Cannot Get Transparent Object to show up in reflections
I am not sure if this is a limitation in Evee or a setting I am missing.
I am using Blender 2.9.0 on Mac OS X Catalina.
Making a scene (I know, my mom told me not to make a scene) and want to have a transparent container catch some lemons and spill them. However

and it works fine, but NO REFLECTION.
But if I disable the refraction settings, I get a reflection, but I can no longer see the lemons!  Oddly, I can see the environment image but not the lemons.

I did play around with the screen space refractions of the Lemons, but it had no difference.
This does work as expected in Cycles, but 350 frames will take 7 hours to render.
I appreciate suggestions, thank you in advance.

Proper reflections in eevee are dependent on "Screen Space Reflections" (not refractions necessarily), and the presence of a "Reflection Cubemap" (add through the add menu and scale to cover the area where you want reflections to happen).

This may be an answer from 2.9 manual...

Screen Space Reflections and Ambient Occlusion are not compatible with
Screen Space Refraction; they will be disabled on the surfaces that
use it. Surfaces that use Screen Space Refraction will not appear in
Screen Space Reflections at the right place. Surfaces that use Screen
Space Refraction will not cast Ambient Occlusion onto other surfaces.

I guess I must use cycles...


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how to make squirtle feet
I want to make squirtle feet using skin modifier and subdivision surface modifier. This is the result

But the back of the feet looks flat. Is there any suggestion to solve this or is there a new way? This what I want

maybe it's not even possible with Skin modifier and you need to convert your edge to mesh in order to work its volume?

To add one more vertex ... ?

@vklidu I tried that too but the shape become flat square

I'm not sure if I understood - "became flat square" ? ... so I created answer, just to add some images what I meant ... probably better if you can add screen of desired result. Thanks

@vklidu Hi! I edited my question and add my desired result

Try to add more vertices to better shape your object ...

To make bottom part flat (as seen in your reference) you can use Boolean modifier and "cut this part by Plane, but as you can see instep part is overlapping and I wasn't able to fix it (even with Remesh or Smooth modifier) to end up with something useful.

EDIT
According to your reference ... It seems to me more easier to model this leg from Cylinder. Add Edge Loop Ctrl+R ...

Extrude Individual Faces

Adjust a bit to fit final shape and use Crease Shift+E 1 (pink edges in screen) for edges that ...

... should stay sharp after Subdivision Surface modifier.


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Animate multiple material transitions smoothly
I have a lipstick that i want to animate into different materials. My animation is working but the color of the lipstick is not the real color and it's mixed between them. I want to use the actual color. This is the example of my animation with 3 color. First color is blue, then yellow, and red. But the second color appear to be purple not yellow

And here's my node. I use 2 mix shader. One shader for two colors and second is for the mix from two and last color

I also use texture coordinate to use empty object to animate the transition

If the 3 materials are the same (except the color), you can keep only one Principled BSDF, and plug as color a Color Ramp with the 3 colors you want instead of black&white. It will simplify your nodes quite a bit (like half of it).

Arguably, having 3 materials make no sense if it's the same material with only the color changing.

@Lutzi thank you for your suggestion. I already implement it for 2 colors. But i'm confused to use it with 3 colors bcs i use empty object as texture coordinate to help the transition. I updated my question. Should i differentiate it?

You could mix 2 colors with a Gradient (on Z) and Noise texture as factors, then mix with a third color with the same setup. To move the colors, keyframe the location values of the Mapping nodes:

If you mix two colors, the result will be a combination of the two, what you want instead is a boolean value (one color or another):
you can obtain this with math node like "Greater than".
I mixed 3 colors, but the method works for mixing shaders also.

les grands esprits se rencontrent as we say in french   ;)

Always funny when in parrallel :)


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how to change snapping degree
I want to snap my object (cylinder) like this

But what i got

I use snap to face, snap with closest, and the align rotation & project individual element is on. I tried to move the main point (the yellow point) but still not work. I'm trying to use another object like cube and it works. Can someone tell me where did it go wrong please? Thank you

The Snap uses the object's Z axis to stick perpendicularly to the target face, so in your case you need to rotate the origin 90°, at least temporarily:

Enable the Affect Only Origins option in the Options panel on the top right of your 3D view:

Rotate the origin so that its Z axis points perpendicularly to its current orientation:

Disable the option, move your object until it snaps to the face you want:

You could also simply stick the object and rotate it on its own X or Y axis with R and double X or double Y.

Thank you so much


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Fabric Texture Magnified
I'm new to texturing so I have a jpeg file of a fabric texture and applied it to my cloth. However it seems to be magnified a lot. How do I zoom out or make the fabric texture smaller? When I enlarge the UV map of the cloth on the left I notice its similar to the fabric texture tile

The texture is just a small section of a piece of cloth, so the UV map of the cloth should be a lot larger than the image. In the UV Editor window on the left scale the shirt UV by pressing S and dragging the mouse, hit Return to set the scale.
It also looks like the orientation of the fabric is perpendicular to your UVs. Press R to rotate, enter "90" for rotating 90° and hit Return to set the rotation.
The JPEG file should be a tileable texture so that repetition is not so obvious.

Even after scaling the UV map of the cloth there's not much of a change. Its only when I scale it up so much the whole window is filled is when there's a change. But I'm assuming you can't go past the edges of image?

You can, it'll just tile.

I'm sorry I'm new to blender, what do you mean by 'it'll just tile'?

Tiling means it repeats the texture. Just be brave, do it and see what happens :-)

Ok thank you :)


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How To Convert Blend Format Into OBJ
How do I convert my blender file into OBJ format? Is there a specific software I need? Or is there a blender add on?

No addons needed, just go to File > Export > Wavefront OBJ
You can also Import OBJ files from File > Import > Wavefront OBJ
From the Blender Manual


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Eyeball sticking out of mesh when blinking

My eyeball is sticking out of my mesh when blinking. How do I fix this?

move the eye back or the eyelid forward.

If I move vertices of the eyelid in edit mode will it interfere with the rig or weight paint?


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Mesh disappears in edit mode after rig but visible in object mode
When I try and edit the mesh in edit mode after rigging, only the rig shows. The mesh does show only in object mode I have attached one screenshot in object mode and 1 in edit mode.

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

https://blend-exchange.giantcowfilms.com/b/OwvwV5xJ

You've hidden the mesh, press alt H to unhide

Whoops! Thank you


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Cloth Deforms When I Move Character
When I attempt to move the rig of the character the clothes overlap for some reason. How can I fix this? I've increased quality steps, applied scale and changed soft body and cloth settings. Would I need to sculpt the cloth?

I have weight painted and had some progress but the deformation is still slightly there? Am I along the right lines or are there other steps?

have you watched this tuto? It may give you some answers: https://www.youtube.com/watch?v=AbyfuW5Aocg  or please share your file: https://blend-exchange.giantcowfilms.com/

Hi, yes that was the first tutorial I watched. I have shared the file https://blend-exchange.giantcowfilms.com/b/Mp88W1gp

I'm not a cloth expert but as I told you I think this tutorial by Aneesh Arts gives a series of good tricks.
The first thing I would say is that your gown and pants are rather high-poly and it doesn't help to easily work, you should do a low-poly version and give it a Subdivision Surface modifier.
That said I was able to quickly improve your problem with these 2 solutions:

First, move a bit the vertices of the bottom of the gown with the Proportional Editing enabled. You can even create a new shapekey so that the topology only moves when necessary:

Find and display the deforming bones in the armature layers:

Select the armature, then shift shelect the pants, switch to Weight Paint mode, check each bone and use Blend > Mix or Subtract to increase or decrease their influence. Then do the same for the gown, until there is no clothes overlapping:

At the end you should be able to have a good result:

There is another method that may help, it is to give your clothes a Mesh Deform modifier as I explained here, you could try to associate it with cloth simulation...

Yes that makes a big difference. Thank you! How could I make the clothes low poly?

You need to retopologize it, i.e. create a second mesh and stick to the original one with the snapping option, look at the leg mesh for example, it's much simpler, you could even have less faces


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Unable to use LMB in any properties to increase or decrease values
Blender version 2.90.1 on a Mac (version 10.15.6) using a Magic Mouse
In any properties view I am unable to use LMB and drag to increase or decrease values. I tried to find anything in preferences related to this function but unable to find anything. I did reset preferences and the function still doesn't work.
It would be a great help if you can provide guidance on how to resolve this issue.


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i am making a chair and i find there black uniteractable lines
i am making a chair and i find there black uniteractable lines
they are quite annoying, i want to know how to remove them/hide them so i can continue
(entire screen)

modifier tab
(modifier tab)

You should add a picture of your modifiers settings.

i have added the modifier tab i hope it helps


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Missing Cycles Renderer
2.90.1, Win 10 64x
Maybe a minor bug, or just an odd glitch:
Did a "simple" project, rendered via Cycles to PNGs, opened a new file, imported my sequence and re-output to mpg... everything went well.
Then I decided to make some minor tweaks, so I reopened my .blend... and somehow the first thing I noticed was my renderer had been switched to Eevee... so I tried to change it but Cycles was missing.  Went into my prefs and Cycles was enabled... but I went ahead and disabled and immediately re-enabled it and saved prefs again (though I have autosave set) and Cycles was available again.
Anyone else?
Sidenote: can't log in to the community... all log in links go to sign up forms, trying a new sign up sends me to a recover password form... round and round...

Even the Cycles render engine is only an addon - maybe you accidentally disable that addon?

"...rendered via Cycles" + "Went into my prefs and Cycles was enabled"

I don't think there is a way to replicate this issue for anyone. If you find a way, you should  describe it in detail in a bug report, Bugs are off topic on BSE though, because there nothing that can be done about them here in an answer.