indexerror: bpy_prop_collection[index]: index 0 out of range, size 0 I'm trying to run the below script. But for some reason I receive this error saying

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
File "Text", line 18, in <module>
File "Text", line 18, in <listcomp>
indexerror: bpy_prop_collection[index]: index 0 out of range, size 0

Below is the script I'm using and in the output it prints 1 only, so this means the error is in this statement labels = [  v.groups[0].group for v in mesh.vertices ]

So if anyone could please advise

import bpy

scn = bpy.context.scene
mesh_obj = scn.objects.active
mesh = mesh_obj.data

vertex_groups = mesh_obj.vertex_groups
print("1")

labels = [  v.groups[0].group for v in mesh.vertices ]
print("2")

Your assumption is that there is at least one group (groups[0]) that can be accessed, but it's not the case if the vertex isn't assigned to any group. It's independent of the existing vertex groups of the object.

If you want a list of all vertex group names, use this instead:

labels = [vgroup.name for vgroup in mesh_obj.vertex_groups]

For a list of all vertex groups the current vertex is part of, use:

# Create a lookup dictionary once
vgroup_mapping = {i: vgroup.name for i, vgroup in enumerate(mesh_obj.vertex_groups)}

# Look up the vgroup names for a certain vertex (could also iterate over all vertices here)
vert = mesh.vertices[0]
labels = [vgroup_mapping[group.group] for group in vert.groups]
print(labels)


Particles converted but no colors! when i convert my particles into a mesh (in this case grass) i don't get colors, even though the initial particles had materials and textures... even if i add them onto the new mesh nothing happens!! This is not because of the light because i've tried to play with it :P
This is what exactly happens: http://www37.zippyshare.com/v/93332560/file.html
And also if i export the black grass nothing gets shown in Unreal Engine (exported as fbx and obj)
Any help?

The problem here might be because you're converting a hair type particle into a normal mesh which creates a mesh with no faces (only vertices and edges), therefore no color or texture that you try to apply will be displayed. Instead why don't you try to model a grass strand and then use the hair particle system to randomly distribute it over the plane.


How do I make car acceleration in my game? I also want to know how to make my car accelerate. Here are my nodes in logic:

My car uses Dynamic physics because Character ones make the car shake all the time...

I'm not very sure if this is how you will like it, but I have a different idea. As you press W, the car's property 'accelerate' will increase. If the property is from interval 0-40; the property will have +6 added every time you hit W (with frequency: 10); the same applies for 41-80; 81-120; etc. It will add less in lower interval, and higher as it goes. For more realism, you can make a lot of intervals where it will add less to the 'accelerate' property when it is at a high speed. Now, when you hold W, the property will add as it looks like acceleration. All that is left is to bind it with however you have done your motion, such as "the car goes x fast if interval is from z to y," just play around with the values. You can do a very similar technique for deceleration. I have a GIF that is uploading right now of the logic bricks. I will add it to this answer ASAP.

GIF: http://recordit.co/Ahw2QIeaLu
-The intervals in the gif are very ruggid, they are: 0-40, 41-80, 81-120. For a racing game, you would want it much smoother, so you may have to do by tens or even five so it can be perfected. When you open the webpage for gif, just pay attention to debug properties.


Blue line appears on the side of liquid after render I can see an unusual blue line on the side of the liquid inside a cup after render. I cannot understand how to remove it. Check image:

Notice the liquid carefully, you will notice a blue line in it.
Here's the file:
Doughnut with tea.blend
Please guide the steps to remove it, if possible.

The line is a natural glass rim reflection.
To eliminate it, you can increase Roughness and change IOR for your liquid material.
Or you can uncheck Glossy Ray Visibility for the cup object.
In both cases, the glass/coffee material won't be physically accurate anymore.


Simplify Blender GUI using Python I want to use Blender for a specific task where the user (not me) is just presented with a limited set of tools and nothing else.

Using the usual possibilities configuring the GUI lead my quite close to my target.

Beside that I want the toolbar only contain my tools/buttons. Editing space_view3d_toolbar.py gave me an empty toolbar which I then populate with my own tools.

However I would like to NOT alter Blenders core files and just use a script registered in my startup.blend which does the cleaning.

So my question is:

How to iterate through the existing Panels (for all modes) on the toolbar and remove them?

To remove panels, you can simply unregister the classes.

Here we remove all View 3D Panels:

import bpy
for pt in bpy.types.Panel.__subclasses__():
    if pt.bl_space_type == 'VIEW_3D':
        bpy.utils.unregister_class(pt)

Of course you may want to do some other checks to only remove some of the panels... try use the Python console to inspect the panel types and see which members are useful to check (__name__ for example)

Note that __subclasses__ is a standard Python method.

This works for other areas too, operators, menu's, (any class which can be registered).

To run Multiple times you need to check if the class has a specific RNA attribute:

import bpy
for pt in bpy.types.Panel.__subclasses__():
    if pt.bl_space_type == 'VIEW_3D':
        if "bl_rna" in pt.__dict__:   # <-- check if we already removed!
            bpy.utils.unregister_class(pt)

Note that this making use of an internal attribute and is not a documented part of the Python API, its used for Blender's own tracking of classes.


VSE sync audio beat to clip length I like to make a video with a bunch of images and an underlying music track. Now I would like to sync the length of the images to the beat of the music. I know that there is a Bake Sound to F-Curve, but I have no idea how to use the data of that f-curve to an array of clips and influence the length of those clips.

I tried google search, but didn't found any solution for my problem. Maybe anyone has done something similar or has an idea. Thank you!

There is a option in N-panel in VSE editor "Draw waveform":

If you activate it blender will draw audio waveform on selected sound clip:

You can use it as a guide for trimming and moving video-clips


How to copy/paste a baked sound f-curve? I have done a bake sound to f-curve and now I want to use the same baked f-curve to multiple properties such as size, location, emitt etc...

But I can't edit the f-cure (TAB) or copy it. Do I have to bake the same sound for each property?!?

Or have I missed out on something?

I would suggest you bake the sound into one distinct property, like the scale of an empty you add for that purpose, and use it to drive all places where you need the sound f-curve. This way there is no duplicated data, and if you have to edit or change the sound you won't have to copy a bunch of animations every time.

You can also search for "bake action" from the spacebar menu to make the baked action into normal keyframes, and copy them around, but the driving method is better in my opinion.


Make one button (mouse or keyboard) Do two different things Like, when i'm in the uv tab. I would like my mouse 4 button to mark seams. In modeling tab, i would like it to idk, add bevels or something else.

How can i make it do two separate things in different tabs ?

In Blender hotkeys are devided in areas, that you can see in the User Preferences.

While your mouse is hovering over a certain area (for example the 3D Viewport or the UV Editor), that area is the active one, and when you press a button it will use the command of that specific area.

For example, when you press Alt + P, if your mouse is in a 3D View window, it will bring up the Clear Parent menu, while if it is in the Text Editor it will execute the Run Script command.

To change an hotkey for a specific window (let's say the UV Editor) you need to go in the User Preferences>Keymap>Image>UV Editor and modify/add your hotkey.

In your question you mention the "modeling tab", so you are speaking of the Workspaces in Blender. These are just different ways to arrange the different windows/panels in the UI, they are not different sections of the software: a 3D Viewport is the same in all workspaces, therefore all hotkeys will remain the same across different workspaces


How can I Copy and Paste the form to another object? Hello, I´m new to blender and want to find out if I can copy the form of the good eye and paste it on to the bad eye.

If at any moment you want to change the mesh of an object for another one (here for example you want to switch from the cube to the cone), select the object, go in Object Data and in the top dropdown menu (Browse Mesh Data) select the mesh you want:


Does anyone know how to make scripts appear on the left? Trying to get it to work but is not working.

You have to split the area and change the window type to the Scripts Window or Text Editor, depending whether you want to execute a script/add-on shipped with Blender or open the actual source code.

Place the cursor on the border between two windows, e.g. the 3D View and the User Preferences.
Right click and select Split Area.

Change the window type to Scripts Window for executing a script/add-on or Text Editor to load the source code of a script or write your own.

Scripts can also be executed from the text editor through Text > Run Python Script.


Outlining in Blender? I am currently working on converting my logo vectored as a SVG to a 3D model using the 2.72 version. I ran into a problem with my logo because it contains a black stroke and an orange stroke (see both images below), but currently all I have is the interior color of each shape. I was wondering whether or not there was a simple way to add in these strokes, and how exactly to go about creating the strokes. Thank you in advance community!

The fastest way I can think of, is to go back to the program where you created the logo and make sure to have different paths/vectors for each of its parts. Then just export the SVG and import it in blender...


Why does mesh not follow bone perfectly? My mesh is parented to an armature.  But when I rotate the armature upperarm, the mesh's upper arm does not follow the armature fully.

What are the likely causes and how to fix this?

Thank you very much for your help.

It looks like it's a bit messy in your vertex groups and bone weights, for example if I select a group like Chest (which is duplicated by the way), but also some other bones, then press the Select button, I can see that the arms are part of these groups, maybe not enough so I can see it in Weight Paint mode, but enough to have influence on it. So maybe check all your groups, remove these vertices from these groups, or delete some bones and/or weight paint again...


How do you try different random seeds for noise texture node? Using Blender 2.76 and cycles, I'm trying to color an object with the Noise Texture node, among others. The resulting object looks like this:

I'm happy with the basic colors, but I'd like to try different random seeds, to see different distributions of the green and blue.  But I don't see a field for such a seed on the node.

Is there a way to do this? I tried putting some things into the Vector input, but it only zeroed out the noise. I don't understand that input yet.

This doesn't really change the seed, but you can get a different noise pattern by translating the whole texture by a significant amount.

The Suzanne on the left uses a noise texture with default settings and mapping coordinates.  The Suzanne on the right uses the same noise texture, but uses the below nodes to shift the texture coordinates to get a different noise pattern.

For the sake of space i am using my homemade translate node but you could just as well use a mapping node as well.


i was doing Blender guru`s tutorial when out of the flash this happen, how do i solve it?: [2]: i already tried the merge thing with the corners didn`t work

This is Quad View; it's toggled on and off using Ctrl + Alt + Q


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

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


Principled Volume not working? Volume Scatter works fine but I used to work with principled volume to create fog, however I can't seem to make it work now after updating to blender 2.9, any suggestions?

There's an alternative that you know: use "Volume Scatter" instead "Principled Volume".
I had the same issue - but someone already opened a ticket: https://developer.blender.org/T80332 - to solve it.


How to fix 'AttributeError: 'Mesh' object has no attribute 'active_index'' I'm trying to use python to make a very basic tool to add a new uv map to the selected object and uv unwrap it with a lightmap pack, then select the default uv map as the active one, change into object mode and hide the object. So far it gets up to un wrapping the object but then it stops and gives me the following error:

bpy.ops.object.hide_view_set(unselected=False)
Traceback (most recent call last):
  File "/Applications/Unity 5/Projects/Cartoon Driving/BlenderAssets/Map 01/Map 01.blend/lightmap_creator.py", line 15, in execute
AttributeError: 'Mesh' object has no attribute 'active_index'

location: <unknown location>:-1

Here's my code:

import bpy
from bpy.types import Menu

class Fence_Operation(bpy.types.Operator):
    bl_label = "Lightmap"
    bl_idname = "lightmap.lightmap_panel"

    def execute(self, context):
        bpy.ops.mesh.uv_texture_add()
        bpy.ops.object.editmode_toggle()
        bpy.context.object.data.uv_textures["UVMap.001"].name = "Lightmap"
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.uv.lightmap_pack()
        bpy.ops.mesh.select_all(action='DESELECT')
        bpy.context.object.data.active_index = 1
        bpy.ops.object.hide_view_set(unselected=False)

class IGLayoutDemoPanel(bpy.types.Panel):
    bl_label = "Lightmap"
    bl_idname = "lightmap.creator"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "data"

    def draw(self, context):
        layout = self.layout
        row = layout.row(align = True)
        scene = context.scene

        row.operator("lightmap.lightmap_panel", text = "Lightmap")

I don't quite understand how to fix this though, I just copied the code that came up in the Info panel when I actually did it, and dumped that into my python code. Why doesn't that work? Does anyone know how to fix it?

Replace

bpy.context.object.data.active_index = 1

with

context.object.data.uv_textures.active_index = 1

The mesh is not a collection and has no active_index, hence the error.

Also consider using the last in the collection rather than by name 'UVMap.001'

context.object.data.uv_textures[-1].name = "Lightmap"

To get on my soapbox replace bpy.context with context as context is passed via the parameters, eg def execute(self, context).


Can Blender in sculpt mode apply a stroke 360° around an axis? Can Blender somehow make a ring around the sculpt in the axis i want when i tap a brush on it?

Radial symmetry will allow you to do exactly that, just increase or decrease the number of steps and change the axis to suit your need.


Animation that produces object change eg curtain drawstring torus I am making my first delicate steps into animation by creating a pair of curtains, via a plane, and using animation of a torus scaling down to move the cloth via the Collision property.
I wanted to do a pair and to try and make the pair look natural in that they might be slightly different with different torus size and positioning.
So I did 50 frames of a left and right curtain with their own toruses applied.
the animation only worked correctly for one of these. The second one scaled down at a much higher rate than the 50 frames suggested and created one pair of very distorted curtains and a very small torus, way smaller than the torus size I had saved at 50 frames.
I have 2 questions and would like help with both:

Is there any reason why 2 animations would create an anomaly in one of them?
In this instance, I only want to use the result of the animation ie the affected curtain and torus. Can I save these as objects that are fixed with the folds as result of the animation? I guess this is a simple "how do I save and use the animation result".

Unfortunately there isn’t enough information to be able to say why your two animations are behaving differently - most likely there is a significant difference such as additional keyframes or differences in geometry (such as negative scale - try ‘Apply Scale’ or check the direction of your normals).
However, to ‘fix’ the state of the cloth simulation into your mesh (so it becomes a static mesh again) you simply play the simulation to the point you want and then in the Modifiers panel click ‘Apply’ on the Cloth modifier. This will apply the current state of the simulation to the mesh and it will no longer be simulated.


Trying to replicate the threads on a jar for the company i work for. How to extend length of the wrap This is our jar. Im trying to replicate those threads exactly. I did a screw modifier as a separate object.

Here is my model in blender

heres the file

You should create the thread within the same mesh as the rest, but if we keep it as a separate mesh:

Put your 3D cursor at the center of this object. Set the 3D cursor as the Pivot Point. Select a part of the mesh.

Duplicate the selection with a ShiftD then Enter. Make the duplication rotate around the Z axis and with the 3D cursor as center.

Delete the former thread extremity.

Join the parts with W > LoopTools > Bridge.

You've got your shape.


Maintain equal rotation on multiple objects I am making a model with gears. I want to be able to turn any gear and have the others follow. Using constraints or drives only one gear will rotate (and the other will follow). Is there anything I can do?

edit: To clarify what I mean: I don't want to use physics, I want to be able to select any one of multiple gears, rotate it and have the rest rotate too. Using constraints or drivers I am restricted to only being able to turn the one gear that all the rest are constrained to.

Yes, it's possible.  You need to rig it twice, once in each direction.

No bone here is parented, but I've raised each bone in the Z axis to indicate a hierarchy of "copy rotation" constraints.  There are five bones.  First we travel through the gears one way, copying rotation along the way.  Then we travel back along the gears in the opposite direction, again, copying rotation along the way.  (The middle bone doesn't need to be duplicated.)  The gears themselves are parented only to the final bones.  The first three bones here should be understood as the control bones; the last two bones should be hidden.

Imagine rotating the second bone, indicating the middle wheel.  Nothing is directly parented to this, so there is no immediate effect from this.  The first bone is unaffected, but the third bone rotates properly via its constraint, rotating the right gear.

This rotation is then propagated to the fourth bone, which is what is responsible for actually rotating the middle gear, and then to the fifth bone, which rotates the left gear, even though there was no transformation given to the first bone.


Blender Armature Weight Painting - Bone does not move how he should I got a little problem. When i was trying to rig my character i weight painted with vertex groups. Now after i weight painted every single bone i got an issue on one hand. Its just one claw, all the others work as intended, but this one just doesn't move the way it should.

The claw just doesn't want to move properly. When rotating it deforms itself in a weird position. When rotating the other claws (which are the same (mirrored and weight painted)) they just move perfectly.
Does anyone know what i am doing wrong?

Select your mesh and go into edit mode. Select single vertices and check Vertex Weights right in the properties shelf (see screenshot below). This way you can check for each vertex if it is influenced by an unwanted bone.

Another frequent error while rigging is if your mesh is mirrored. For modelling this is great, but when animating it's better to apply the modifier first.


Making a hollow cylinder - Blender 2.80 I am trying to recreate the C64 logo in 3D, which roughly looks like this: C=

My thought was to create a cylinder the size of the C, then create a second cylinder the size of the inside of the C, lay them ontop of eachother and cut the smaller cylinder out of the large cylinder, then draw a square to cut off the right side of the new shape to create the 3D C.

But I'm struggling with the first part, making a hollow cylinder.

I've tried the knife project tool but it does not cut a hole into the cylinder. I've also tried to set a modifier but it says it cannot apply the modifier because it is set to disabled.

I'm using Blender 2.80.

What is a good way to approach this?

Really dependent of what you want to do once the base shape is done. Above two possibilities, but both may be wrong if the afterpart (if there is) needs a different geometry.

You can 'screw' + 'boolean', starting from a single edge:

Also you can 'spin' twice + 'bridge edge loops':

Spin is more manually done: make a spin for the inner part with x steps (starting from a single vertex). Make a second spin for the outer with also x steps (starting from another single vertex). Select all and in the menu in edit mode 'Edge>Bridge edge loops'.

The resulting geometry is different as the second, more manual approach, keeps quads. Depends on what you want to do after that.


Nodes, undesired pixel/glitch effect Newbie here trying to make floor detailed tiles only using nodes.

The problem is that a certain point I get this effect:

I refer to the squared glitches noticeable overall over the shine areas.

If I disconnect the node Color 2 property, this effect dissappears and all goes fine again:

IMPORTANT to know, this happens only when the Render Engine is EEVEE.
I'd like to continue rendering with Eevee while editing the nodes because is much faster, although in the final render probably I'll use Cycles.

So, what can be the reason of this problem I'm having?
Thanks.

Blend FILE:

I discovered that this is a known issue of Blender 2.81. Seems to happen when 4 or more 3d noise texture nodes are used.

Bug details: https://developer.blender.org/T69776

With Blender 2.82 Beta works properly, at least in my case.


UV Unwrapping problems Im trying to make a simple shelf but it doesnt want to UV Unwrap properly, and i dont know what im doing wrong.

Here is an image of the faces that doesnt want to work, as you can see the dot indicating where the middle of the face is is to the side on the selected ones, not in the middle.

At first i thought maybe filling in these would help, but it doesnt

This is how the unwrap looks

What am i doing wrong?

It looks like all four of your faces have more than four vertices, perhaps because of duplicate vertices. Do eliminate these, in edit mode, press "W > remove doubles". If this is not it, then it's likely that the four faces marked for unwrapping are n-gons. The likelihood is that the faces with the off center face selection dots are the offenders.


Blender 2.80: How to obtain a white background using the workbench render engine? I'm trying to obtain a white background for a render using the workbench render engine. I have set the "Viewport Display" inside World settings to white but the background renders light grey.
What is the correct procedure?

Set the values to more than one, say ten or more (up to 50).


Is there a way to introduce a random size for children particles? When I create a particle system using object or group rendering I often want to make the particles' sizes slightly randomized.  I accomplish this by changing the random size spinner under physics.

Here is an example:

But then, to save memory and add more particles, I usually use interpolated children particles.

But using children particles seems to ignore the random size spinner.

The particles are now all the same size.  The value of the aforementioned random size no longer has any impact whatsoever on the look of the particles; and nothing I could find under the children settings has a similar effect to it.  All the random values on the children rollout just seem to change the location and/or rotation in some way or another, not the size.

So how can I change the random size of the children particles?

Edit:
In response to Bithur's comment, this is what I get when I adjust the length and threshold settings:

As you can see, half of the particles are the normal height and half are scaled down a specific amount.  It's slightly better, but by no means a random scale.

I have found what appears to be a solution, however it might be a bug/unexpected (or unsupported) behavior. What you do is you pretend you are going to use the Simple mode, set the random size, and then switch back to Interpolated mode. Some reason the random size data is "remembered" and now the particles are random sizes.

This appears to render correctly, and changing other particle settings doesn't appear to affect it at all.


"Assign" one image to multiple faces no longer working Up until recently I was able to select multiple faces of a mesh, even faces with different images selected in the UV/Image Editor tab, and select for them  them a different image all at once by selecting that image from the linked image dropdown.

Right now if three selected faces have three different images "assigned", I have to go to each one and change it to the new one instead of all at once.

Is there a setting I accidentally changed to make it work like this?

Edit:

You have checked UV Local View which causes you always see only those faces that have assigned the image currently opened in the UV/Image editor. So when you try to replace the image, even if you press A (thinking you have all faces in the editor), you always replace only that one image.

Uncheck it and it will work :-)


When moving a selected vertx the whole cube moves I'm trying to model a dino, but when I try to move a selected vertex the whole cube moves.

You've probably enabled the Proportional Editing option:


What is the invisible unselectable entity on a supposedly empty layer? My scene has stuff on three layers.  The layer buttons show a dot on a fourth layer, one that to my knowledge contains nothing - no meshes, no cameras, no lights or anything.  If I have only that one layer active, and tap 'A' to select everything, nothing shows, just the usual grid and 3D cursor.  What the heck is existing in this layer that prevents it from being empty?

Select the suspicious layer. In the Outliner, set the Display Mode to Visible Layers:

If there's anything there – hidden or not – you'll see it there.

If nothing appears, please upload your .blend file for further diagnosis.


Why can I not edit object texture nodes? I was working on a model, and I wanted to edit some texture nodes. So I went to the node editor and switched to the texture tab, but there was no way for me to select the the texture:

But when I switched to world texture, I was able to select a texture again.

The problem wasn't solved after restarting blender. So I wanted to see what would happen if I loaded another file or created a new one. After doing this, I was able to edit object texture nodes:

As you can see, only one blend file is being affected. Does anybody know what would be causing this or how it could be fixed?

The object texture list shown in the node editor is generated from textures used by Blender Internal render engine materials. A material and one of it's textures needs to be selected for this list to show up even though every available texture will then be listed.

These texture slots are only accessible when the Blender Internal render engine is active.

This means that the texture slots need to be created while Blender Render is active, if Cycles is chosen after the slots are populated then the list will still be visible in Cycles, though they will have no use for the material. Materials created while Cycles is active will not have any material slots and will not show the list in the node editor.


Exporting a shape made out of quads results in hexagons in obj file I made some sort of furniture by taking the default cube and insetting some parts of it and splitting(subdividing) it here and there. Then I add a bevel modifier with 1 segment.
A view of the model, with modifier applied (as you can see there are only quads here):

I export it as obj, the only box I have checked is "apply modifiers".
In the exported obj you will find a couple of faces which have 6 vertices, which shouldn't happen. Why does it and how do I fix it? It's important that this mesh gets exported as an obj with only quads/bilinear patches

I don't have any way of looking at an .obj file to see where your problem appears, but you have two spurious vertices on the edges of the bottom face which you can see in Blender if you turn off the bevel modifier. Not sure whether deleting those would sort your problem?


How to UV unwrap a wall to get a consistent texture? This is my building with all of the faces of a wall selected:

When unwrapping the object, it looks like this:

The issue with this kind of unwrap is that, if I wanted to make the entire wall a brick texture, it wouldn't be possible to make a consistent brick texture across the wall.

To show you what I mean, I covered the UV map with a brick texture. This is the result:

So, my question is this: "How do I unwrap my brick wall so that I can easily make it look clean?"

While unwrapping from the view in ortho works for most cases, you can end up with texture scale inconsistency due to zoom changes in the Viewport that way. And unwrapping from view bounds will always force the mapping into a 1:1 ratio, causing distortion on any geometry except for perfectly square planes. Also, aligning the view to each plane of structures like roofs can be tedious.

Instead I recommend this great add-on that will make your life easier when doing archiviz...

Sure UVW Map

Download Page

YouTube demo video

It was released way back in 2012 by Alexander Milovsky, but is still compatible with Blender 2.79. It only generates the UV data, so it doesn't rely on any specific render engine. And of course the add-on is not needed to open .blends made with it.

After the add-on is installed, these buttons become available in the Mesh context tab:

UVW Box Map creates a UV map that is basically a box projection. It's good for boxy structures.

Best Planar Map attempts to find the optimal planar projection. Similar to Project From View.

Both of these methods have parameters you can tweak in the Operator Panel, so play with those too.

Here's a test I did on a structure with various kinds of angles:

Textures courtesy of Pixabay. 1, 2 .blend available for download here.

The conical part of the roof was not handled well, so I unwrapped with cylindrical projection on that part, which was better but still pretty bad. I think for such shapes careful, manual seam-marking and unwrapping is required.

The semi-cylindrical protrusion on the side of the building also has imperfections - the seam is showing, it just isn't very noticeable with the brick texture.

You can see where the seams are when using a UV test grid:

Conclusions

The Sure UVW Map add-on can help save a lot of time when mapping boxy/planar geometry. It runs up against limitations when used on rounded geometry. Knowing this you can probably figure out where it is appropriate to use. Hopefully it will make your architectural visualization projects go more smoothly. I have found it useful on many occasions.


Can I make edits made in edit mode appear in animations? I'm currently working on a character which I want to be able to do most the animations a normal person could do (talk,blink,etc). However, in order to make a character do something such as talk, I would have to go into edit mode and move the mouth, except that I cant figure out how to make this a keyframe to put into the animation. Do I have to make the the head and the jaw/mouth separate parts and move them individually?Or is there something else I have to do to make it so edits appear in animation?

Yes, there is a way, called shape keys.

Other question, where shape keys are explained: How to animate a mesh that changes through editing?

Select an original pose and do the first shpe key, then do your facial expression, or whatever, in editmode and add another shape key. One Shape key by, eg facial expression. By changing an expressions value, the expression whichs vallue you make the highest dominates. Shape keys can be animated by holding the mouse over the value and pressing "i", setting a keyframe.


What is the technical difference between a diffuse shader and a rough glossy shader? If I understand correctly, the roughness value on the glossy shader controls the amount of random scattering of rays that reflect of the surface of the object, with 0 being no scattering and 1 being totally random scattering.

This would make a glossy shader with a roughness of 1 equivalent to a diffuse shader, which is not the case:

What is different about the glossy shader that causes the darkening?

A glossy shader at "1" roughness is still far more "smooth" at the microscopic level than a true diffuse shader. This intrinsic microscopic hardness or smoothness stops it from having much, if any diffusion reflectance, and it has to rely on it's specular reflectance, which transmits reflections from nearby direct and indirect light sources.

Diffuse materials are usual highly porous or permeable at the microscopic scale, so they trap and scatter any light that hits them at unpredictable angles, and scatter it almost equally in all directions. Likewise, a lot of their "albedo color" comes from underneath the shallow surface. Metal, some liquids and some amorphous solids have no "diffusion" ability due to the hardness and solid nature of their microscopic surfaces, so all the light that hits them immediately bounces off in a predictable, angualar direction.

The technical explanation is that the glossy shader is still reflecting light at (mostly) coherent and predictable angles in comparison to the diffuse, which is spraying light every which way from sunday.

As a rule of thumb, you use "pure" glossy shaders for metals, some liquids and some amorphous solids (like varnish)

Diffuse is for really rough and microscopically porous things like plaster, rock, concrete, etc


How to get rid of defocus node artifacts? When compositing my render with an alpha over node to be able to edit my background and my foreground separately, if I use a defocus node to give my image some DOF, I always run into those weird artifacts that happen at the transition between the "in focus" zone and the "out of focus" one.
Anyone knows how to get rid of that? I'll attach my color ramped mist pass and the result.

The mist pass:

The result with artifacts:

For best quality with the Defocus node, uncheck the "Preview" radio button.This will calculate slower, but give much better results.
Also, if you use the Depth buffer, the Defocus node can automatically use the Focus Distance of the active camera in the selected scene to calculate the blur.
See Blender's manual.


Why does my rendered object appear too big compared to object taken with real camera? When I try to render a cube it appears too big compared to an image taken with a real camera and to the opencv method projectPoints.

My setup

I have a box and film it with a camera. A motion tracking system gives me both the position of the camera and the box. Now I can use the positional information, the size and the intrinsic camera parameters K to project the corners into the image. In blender I set the box size and pose. I also set the camera pose and K which is and my image resolution is 640x480:
$$
    \left(\begin{matrix}
    610.55992534 & 0 & 306.86169342 \\
    0 & 610.32086262 & 240.94547232 \\
    0 & 0 & 1 \\
    \end{matrix}\right)
$$
and I set it like this:

cam.shift_x = (306.86169342 - 640 / 2) / 640
cam.shift_y = (240.94547232 - 480 / 2) / 640
cam.sensor_width = 3.896
cam.lens = 610.55992534 / 640 * cam.sensor_width

The blue points are the points received with the opencv method projectPoints which takes the points to project, pose, K and projects the points into the image plane. The grey box is the one rendered with blender.

Since the blue points are pretty much correct(the residual error is probably calibration error) I think my measured poses of the box and camera and K are right. My K is:

I entered the values for the first image into blender to visually confirm that the setup looks right and it does:

But the picture rendered with the GUI looks exactly the same like the one rendered by my code.

Where could the error be that my cube is rendered too big? Did I forget to set some important camera parameter? What more could there be than setting K, and box_pose and camera_pose?

I just realized my error. I was setting the scale of my cube instead of the dimensions and since the default dimension is 2m^3 the cube was double the size it should have been.


Is there a Frame node in Sverchok addon? In the material and compositing node editor, frames are use to organize the node tree:

Sverchok doesn't seem to have frames:

Is it possible to add frames to Sverchok node trees?


How can I snap to the projection of a mesh element? I am trying to model a car seat. I would like to be able to Grab the selected edge (marked with the red arrow) and translate it to an arbitrary location. However, I would like to constrain the median point of the edge to the plane that goes through the middle of the volume below it, on the Z axis, parallel to its (large) faces, i.e. not move the edge "outside" the volume.

Unfortunately I cannot use regular constraining, because the volume in question is rotated from both the Global and the object Local axes. Also, the normal space of the edge is not aligned to the normal space of the volume.

I am thinking I can do what I want either by (a) constraining the movement to the YZ plane, in the normal coordinates of one of the large faces of the volume below, or (b) by snapping the vertices of the edge being moved to the projection along the Z axis of the mesh geometry.

How can I do this? Is there any other (blender-preferred) way to achieve this?

You can achieve this by aligning the view to the desired plane with Shift Numpad 7 and then constraining the movement to view.

To constrain movement to the YZ plane, you can press ShiftX (where X is the axis to not allow movement on) after pressing G. See Scaling a cylinder along both X and Y axis.

You can set the transform orientation  in 3D view > Header:

Local uses the orientation of the object.
Normal uses the normals of the selection.
View Uses the orientation of the view.

Note that you must press the axis constraining keys twice in order to use the selected orientation, otherwise global is used. E.g. GShiftXShiftX.

For using the View orientation, some useful tools/techniques are:

ShiftNumpad 7 will align the view to the normal of the selection (Numpad 1 and Numpad 3 will align the view to the side of the normal). This can be useful to use the normal of one part of a model to translate another part.
Using a separate 3D view for orientation and transforming, and viewing the model in a perspective 3D view from a better angle.


I can't find Denoiser in 2.80 After rendering my first scene in blender with a lot of noise. i tried searching for the denoiser node in composting. i don't seem to see it anywhere. I use blender 2.80.

Thanks.

The Intel® Open Image Denoise is only available in Blender 2.81 and later as compositor node. In order to use it, enable Denoising Data in  View Layer Properties > Passes.

Switch to the compositor and add the node through Add > Filter > Denoise. Connect the Image output socket from the Render Layer to the Image input socket of the Denoise node. Use the Denoising Normal and Denoising Albedo from the Render Layer node as input for the Normal and Albedo sockets of the Denoise node.

The build-in denoiser for Cycles can be found in the View Layer tab, when Cycles is enabled as render engine.


How can I reset the top header bar? How can I get reset the top header bar in blender? I accidentally used the corner grabbers in that header, and it created a duplicate menu.

In the picture I've included, you can see that I now have 4 duplicates of this menu in a row.  The UI seems to reset itself if I open a new blender file, but I'd prefer to keep this particular blender file in clean, working order...

If you drag the corner of one onto the body of the next it will merge them back together.


Help with smoke and liquid simulation in Mantaflow Original Post
This is the problem that led me to post this.
Whenever I scale the domain of a smoke simulation, the inflow object's smoke also scales up/down. Applying the scale of the domain does not fix the behavior.
Here's an image:

Notice how large the smoke boundary is.
Here's a video of what's happening:
https://streamable.com/3akto7
More issues I've encountered with Mantaflow:

When you set the cache method to "Replay", the simulation won't bake when pressing play, like it should. Sometimes, if you manually drag the current time marker to frame 1 and then 0, and then press play, it will bake. This was a nightmare so I almost always use a Modular Cache as it seems more reliable.
If you scale the domain arbitrarily, it can mess up the entire simulation. Smoke or liquid will flow influenced by the new size of the domain, rather than the exact size of the inflow object. Applying the scale on your inflow object and domain does not fix the issue. The only solution I've found is to recreate the simulation entirely.
Collision objects don't work properly despite being set up correctly. For some reason I have yet to identify, sometimes collision objects will just get completely ignored by the simulation. No collision happens at all, and you have to recreate them, hoping it will work. Sometimes, it will work, but liquid will "leak" through solid collision objects.

These are mostly cache refreshing problems, but for now there are workarounds:

What you said. Bake the simulation manually. I usually use "all" since I still don't understand the types.
In the case of an outdated cache, change something like the "resolution" factor then change it back to force the cache to reload.
This seems to be limitations of the engine. don't make fluid move as fast, increase substeps, etc.


Bending arm Using armatures problem **I have this problem where it bend in the wrong face/place and I don't know how can I fix this .sigh. **

Select the mesh that you want to deform and go to the object data properties menu:

Then you can change the viewport mode to weigth paint in the upper left corner:

Now you can select the bone how misbehaves in the bottom right under the vertex groups
and paint over it a weight of 1 means that the movement of the bone Influences the mesh 100 % and a weight of 0 means that it doesn't influences it.


Create duplicates of objects and give them different rotation I thought this would be best explained with an image :)

Posting a duplicate of the written text below for search engines:
Is there a way to project an object on each of these colored faces.
With the ration of the faces included.  So i can instantly update and change and place new objects on all these faces.

For those who find this page and need an answer
I figured out that the best way to solve my problem
was to AltD copy elements.
When you do this, if you change one of the elements all the others change as well.

You can then easily add another mesh to any of the meshes.
And it will then add them across all of the other ones! :)

This makes use of the "Object Data"

Which you can also copy from others just like materials and modifiers.

Hope that helps! :)


Can't scale, what's wrong? I can't get anything to scale, no matter what object I click select and hit S -- nothing scales in my scene anymore. Did I inadvertently hit something and lock everything in place?
?

Blender 2.91 Update: Click on Options in the upper right hand of your viewport. Under Transform > Affect Only, uncheck Locations.
Refer to image below:

This can also be accessed by hovering over viewport and pressing N > Click the Tool tab>Reveal Options>Reveal Transform>Uncheck Affect Only property Locations.
Refer to image below:

Previous answer from 2015:
Oops. I had things locked with Manipulate Center Points.


How to change the interpolation easing of multiple keyframes at once? The easing direction setting in the image above only affects the active keyframe, and when right clicked on the copy to selected operator is grayed out.

Is python the only way to set this on all selected keyframes at once?

You can use the keyboard shortcut CTRL + E or choose from the menu Key -> Easing Type.

This will affect all selected points. But i don't think it is possible yet to set the easing parameters simultaneously.


Ovelayed images show transparent in compositor I am adding some overlay images in the compositor.
But when I add the images it appears to be transparent.

Why is my image appearing like this?


UV map breaks in "Object mode" I am a complete beginner using Blender, and I am following this tutorial from CG Fast Track. It all works as expected up until the tutorial goes into the Shading chapter at 1h33m. The problem is this:
The UV texture on the object looks decent (I think) when I am in "Edit mode" like this:

but if I switch to "Object mode", it is messed up:

I have tried looking around as to why this happens, but it is beyond me at this point.
I dont think its doable to explain every setting and every number in the blender file that I have currently. Maybe someone knows what this might be, or, if someone finds the time and energy, here is the blender file and the texture images:
https://ufile.io/30nziz0m
Thanks!

Oh, just after I posted this, I came to think of one thing the tutorial pointed out:
The order of the modifiers.
So, I tested to move the "Subdivision" modified up, so it is above "Bevel":

and after that, it looks OK in Object mode:


Hair Particles - How to make them stand straight up I have a flat plane I want to distribute some object on. The object should be standing straight up. There should be some slight variation in the Z rotation, while still standing straight.

Go to your particle object's original instance, enter edit mode and rotate it accordingly.
Generally speaking if your object as no rotation or if you apply it's rotation, it should be "laying down" in the XY plane (don't ask me why I also find this extremely annoying and counter intuitive) for it to be "standing up straight" in the particle system.

Alternatively in your particle system in the Render Panel activate the Rotation option if you do not want to alter the objects shape and prefer to rotate it in object mode, and the adjust the particles rotation in object mode.

You can then use the options under the Properties Window > Particles > Rotation Phase Random or Initial Orientation Random to add variation to your particles.


How to apply list of rotations to multiple bones using animation nodes Currently I am  using Expression node to apply rotation to a single bone, is there a way to apply a list of rotations to multiple bones using a single Expression node? I have tried everything, but this expression doesn't accept lists

The order of rotations and the bones is the same.

While it is not encouraged, you can technically use list comprehensions as follows. A list comprehension takes the form:

[element.attribute for element in elements]

element.attribute has to be an actual object, thus writing an assignment operator instead like bone.rotation_quaternion = quat won't work, because assignment operators won't return anything. However, if you used the setattr() function, it will execute and return None. In conclusion, you can write the expression as follows:

[setattr(bone, "rotation_quaternion", quaternion) for bone, quaternion in zip(object.pose.bones, quaternions)]

If you want to assign the quaternion only to the bones at the indices defined by an integer list, you would use an expression as follows:

[setattr(object.pose.bones[i], "rotation_quaternion", quaternions[i]) for i in indices]

Instead of looping over the bones and quaternions themselves, you loop over the indices and get the bones and quaternions at the current index.

If you quaternion list is masked based on the indices, then you should loop over the quaternions directly as follows:

[setattr(object.pose.bones[i], "rotation_quaternion", quaternion) for i, quaternion in zip(indices, quaternions)]


Absence of snapping (coordinate matching) in nested platonics Is there a way to easily snap vertices known to lie on the surface of a sphere ?  In these cases the Z axis vertices are aligned at spawn, and no snapping occurs at the selected vertex, while rotating.

Why isn't Blender recognizing the matching coordinates ?

With snap always set to 'Vertex' and 'Active', Pivot at '3D Cursor'. All transforms in Edit Mode, with all vertices selected, and a convenient vertex active. Usually you will translate-snap the active vertex into place, put the 3D Cursor there, and then with another vertex  roughly opposite the cursor made active, uniformly-scale or rotate all the vertices about the 3D cursor.

All objects created from Extra Objects > Math Function > Regular Solids

Dodecahedron to Icosahedron: AltP Poke all faces of the Icosahedron, scale all vertices of the dodecahedron, snapping the active vertex to one of the new face centers
Cube to Dodecahedron: scale the cube and snap the active vertex to one of the corners of the dodecahedron
Tetrahedron to Cube: the solid can be snapped, by  progressively moving the pivot point and setting  Custom Orientations, but easier to snap individual vertices of the tetrahedron to the appropriate corners of the cube.
Octahedron to Cube: poke the faces of the cube, and scale, as we did with the dodecahedron.

What Blender's snap system is missing (compared to some other 3D applications,) is the ability to set a snap orientation. You can constrain the transformation of the snap source, but not the vector from snap source to snap target.

But, given that, sure you can snap during rotations, scales, and translations, constrained ones, if you like.


Missing Node Editor Header Bar at Bottom I'm looking at the node editor and somehow ended up losing the header bar at the bottom of the node window (e.g., it had the "add" menu to add nodes). This was done when I dragged part of the window to try to resize it, but instead it was the menu bar and it reduced it to size zero instead of moving the window I was interested in.

Many suggestions say you can split the window and simply select the info or other bar you want...but the menu to do this has itself disappeared and a split window is a duplicate of the original with the missing bar:

How do I get the "add" and other node menus back if splitting the window never provides the menu to select what is viewed? Any new window has the same empty bottom bar as the bad window and no means to tell it to select anything different.

If header somehow disappeared and there isn't way to use "+" button to get it back, try using Toggle Header command from Space menu. In the current editor window it will hide the header if it's present and open it if it's hidden.


How to merge adjacent cubes I am trying to develop a small dungeon. My idea to to generate it programmatically and refine it by hand. Floors and walls are all cubes.

This is the file. I want to do two things:

Merge Wall_1_Room04 with Wall_1_Room05
Merge the wall obtained in the previous step with Wall_7_Room04

I looked for a solution, but I was not able to find it. So I have a few questions for you:

Is is possible to do it? If yes, how?
Is the fact that every Wall has a child cube a limitation?

What you need to do is select Wall_1_Room04, then select Wall_1_Room05. once they are both selected, with Wall_1_Room05 being the active object press Ctrl+J. This will join the walls, the origin will be at the location of Wall_1_Room05's previous origin.

After that, tab into edit mode, select all and press Ctrl+V > Remove doubles. repeat the process for Wall_7_Room_04.


Python: Array of objects error I am trying to make an array of columns and rows like this:

but when I run my code

I get

why is this?

Not sure this question is really suited here, but well…

 x = 0
 y = 0
 for row in range(rows):
     x = x + scene.formationArrayColumnMargin
     for ag in range(int(agentsPerRow)):
         y = y + scene.formationArrayRowMargin

y must be reset to zero each time you run outer x loop, otherwise it keeps growing. Something like that:

x = 0
for row in range(rows):
    y = 0
    x = x + scene.formationArrayColumnMargin
    for ag in range(int(agentsPerRow)):
        y = y + scene.formationArrayRowMargin


Align origin rotation to object How can I align the origin's rotation to the "obvious" rotation of an object?

For example, you can see here that the origin rotation isn't the same as the rotation of the empty:

I figured it out.

Set Transformation orientation to local to align the origin with the object. This didn't solve what I really wanted to do which was to rotate the empty on the local x-axis. It ended up rotating crooked.

What I had to do was press r x then x again to rotate on local x-axis.


Spherical / Custom projection at code level This question is identical to Custom nonlinear distortion lens

With one difference: I'm only interested in a solution at the code level. Because that gives a fine-grained control.

How does one go about doing this?

Here is the setup:

For each square on that grid, a ray is shot out through each corner, returning a colour.  The four corners are averaged, and the resultant colour is given to that pixel. (if there is more than a certain maximum allowed amount of variation between the 4 values, the square is cut up into 4 little squares, and so on, recursively)

That's the standard projection model I'm familiar with.

What I want to do is manually fire out rays myself.

I'm guessing that somewhere low down in the C code level, there is some routine that performs this operation.

But where? Can someone direct me? I would be very daunted to have to hunt it down myself through the Blender source code.

And can this be done in Python? Is there some command for firing a ray and retrieving the colour? If this is the case then I could in theory write my own ray projector, and save the resulting 2D RGB array to file.

I am not sure if it can be down in Python. But definitely possible in C.

Blender Cycles support non-planar lenses ala fisheye. You can find the user documentation for it on the wiki.

A walkthrough (and patch) from the developer who implemented this feature can be found on Dalai Felinto's website.


Will add-ons from Blender 2.79 work or be compatible with Blender 2.8? The add-ons I use are part of my workflow so I'd like to know if I'll still be able to use them with Blender 2.8.

But if nobody is sure, is there a way i can find out?

No, most 2.7# addons will not be compatible with 2.8# versions of Blender, and will require explicit porting and updating.

The Python API has changed in ways that break compatibility. It has been improved and expanded to allow further integration, more features, and better workflows and these would make old addons not work in newer versions.

There is a Blender Wiki article documenting the new Python API changes and explaining how to port old addons.


How to manage the shapekey's position faster? In a Vertex Groups panel there is a possibility to move the selected group (which lies on the bottom of the list) to the top by clicking the 'down arrow', but in the Shape Keys panel there is not such option.

I've made a model which has over 200 shapekeys. You can modify every part of a body- from the top of the head to the toes.

The problem is when I try to add a new shapekey to the upper part of the body. It appears on the bottom of the list and I have to click the 'up arrow' over and over again to place it higher. Is there some way to place the new shapekeys on the top faster or add a new shapekey to the specified position on the list?

No, as far as I know, this does not exist in blender without a modification.

Solution: Open all of the shape key filtering options and click the (az) symbol; This will alphabetize your list, and since all of your shapes are so organized in the first place, all you have to do is rename a brand new shape to it's proper category and it should end up there automatically.

This should put all shape keys under their proper headed, as long as the all the headers are like the ones you show above.


Which file format represents surfaces with quadric equations? EDIT:

I realized NURBS is similar to the type of file format I'm looking for.  However, it seems to specify 2-D curves, whereas I'm looking for a surface embedded in R3

===============================================================

Original post:

===============================================================

I am trying to model human bodies based on pictures taken of people at various angles theta and phi.  To that end, I would like to reduce file size by representing different parts of the body by 16 parameters: 10 from a quadric equation and 6 from boundaries

In the most general case, the 10 paramters A-J come from the equation

===============================================================

Ax^2 + By^2 + Cz^2 + Dxy + Exz + Fyz + Gx + Hy + Iz + J = 0

and bounds

x = [x_lo, x_hi], y = [y_lo, y_hi], z = [z_lo, z_hi]

===============================================================

Is there a file type that stores 3-D models as these continuous, algebraic objects rather than as polygonal meshes?  Polygon representations take more space

I don't know enough about math to interpret your specific math requirements but generally speaking mathematically defined models are as far as I know specified either as NURBS or in ACIS Solid format.

ACIS solids are used in many 2D CAD applications in the style of AutoCAD alikes and similar clones, but also in applications like FreeCAD or OpenSCAD.

It is generally more geared towards "hard suface" modelling, for geometric shapes like mechanical parts, engineering and industrial design.

On the other hand, NURBS is generally used for the same ends but where more organic or flowing shaped are required, like automotive industry, nautical design, aerospace engineering, aircraft design, etc.

Contrary to what you state, NURBS can be used for 3D models, while NURBS curves can be two dimensional they can also describe splines in 3D space, and NURBS surfaces are its extension to describing actual surface shapes.

Now it is not common to model human form in NURBS, most people do it using mesh based geometry mostly for a variety of practical reasons (like availability of software, animation capabilities, common tools and workflow, texturing, among others) but it has been done before.

To answer your question directly about a file format the two open standards that come to mind are either IGES or STEP, as far as open formats go that is all I know.

A better question would be What tools to use? since Blender is very poorly suited to deal with NURBS. Not only are its tools vestigial and its bare capabilities minimal at best; it cannot, as far as I know import or export any NURBS based data.

As for alternatives, the list of open source or free tools is sadly non existent, as far as I know.

The best known NURBS software is probably Rhino  and CATIA, both of which are more geared towards CAD and mechanical work.

Software like Maya and 3DS Max have builtin tools for NURBS work, but it is not its main focus. They use just proprietary formats to store their data, though most can export in both IGES and STEP.

For alternatives you may look into MoI, which is a far cheaper alternative and a very capable software, more focused simplicity of workflow and designing small parts (rather than full blown projects). It is closely related to and has workflow highly compatible with Rhino.


how to raise ambient light in a animation I am making an animation of a flying object and would like it to be lit with overall ambient lighting. I am using a transparent background (alpha chanel) From the sun the underside is too dark and if I add more lights it gets reflections off of them which does not look natural.
yeah -- I'm a really noob at this. Thanks

Try adjusting the world background. A brighter color will result in more lighting. This setting is located in the World tab of the Properties editor. You can also add an HDRI by clicking the Use Nodes option, then selecting Environment Texture under the Surface options.


Blender running at a crawl after NVidia update I can’t say exactly the NVidia update was the cause but several other people and I have experienced a problem with Blender slowing to a crawl in the last few days. If you are having this same problem and are running Windows 10 with a NVidia GPU go to this Blender URL for more info:
https://developer.blender.org/T50650
I got this auto update from NVidia 2/13/2017 which is when I started having the problem:
NVIDIA - Display - 12/29/2016 12:00:00 AM - 21.21.13.7654
Check your update history. On Windows 10 do this:
Select the Start  button, then select Settings  > Update & security  > Update History (in the right hand column near the top in blue).

It looks like the problem has been solved for at least myself and some other people. I and at least one other person sent a bug ticket to NVidia. NVidia stated the auto update I received was a generic Windows update and not one from NVidia. They recommended getting the appropriate driver form this URL: http://www.nvidia.com/Download/Find.aspx?lang=en-us and follow the NVidia instruction for installing it. I did the Advanced install and clicked the button to erase all of the old drivers to prevent any conflicts. It worked great and I think my Blender is running faster. I also downloaded the HP driver for this card as NVidia recommends, but it was more than 2 years old. I’ll just keep it for a backup.
I hope this solves the problem for others.


AMD GCN 1 mobile cards in blender I have a laptop with old gcn 1 amd gpu

on windows, it says Radeon R5 M330, it's not R5, just a rebranded ATI card

on linux,

$ sudo lspci -v
01:00.0 Display controller: Advanced Micro Devices, Inc. [AMD/ATI] Sun XT [Radeon HD 8670A/8670M/8690M / R5 M330 / M430 / R7 M520] (rev 83)

basically, a hainan card

these penny pinchers at hp have given me a "mobile" card rebranded more than 6 times !!! , they also did this with the wifi card btw, I mean yeah what should I expect at this price ?

so, my question is can I use this card with blender (for cycles rendering)? I know blender has dropped support for old cards, but I think there is still some alt render engine that supports this card, or perhaps an old version of blender ...

any help is appreciated...

sys info,

i3-duo (latest drivers with support from blender)
6gb ram

windows:

win 10 pro licenced
intel 520 hd integrated gpu (latest drivers with support from blender)
amd r5 m330 dedicated gpu (latest adrenalin drivers, ? from blender)

linux:

zorin 15.2 ultimate
intel 520 hd integrated gpu (old drivers, got it running after some fiddling)
amd hainan dedicated gpu (amdgpu, ? from blender)

I have the same GPU, and older versions of Blender support it. I think 2.78 was the last version to support this GPU generation. I don't know if there is some way to make new versions work with it.
Edit: Yes, 2.78 is the last version to support GCN 1.0 GPUs for Cycles rendering. From the 2.79 release notes:

Due to various issues with drivers for AMD GCN 1.0 architecture, those cards are no longer supported for Cycles rendering

You might not see a big improvement over rendering with your CPU though; this GPU isn't that powerful after all. I made a quick comparison between my CPU and GPU:

CPU (i5-6200U) took 8:13.03 with 4 threads rendering 48x48 blocks
each
GPU took 9:53.98 with 512x512 blocks, which actually got split
up into two 256x512 blocks by Blender because of some GPU memory limitation

You might get better results compared to your CPU, but just don't expect a lot from it.


Render Info left on video I used the video-sequence-editor and after I rendered, all the render info was left on the video. Such as:

  The file location, Date, Render time and time code

The output file format I used was H.264
How do I remove this?

Usually you can enable this Stamp Output in a Properties View in the Render Panel (where you set your Render Dimensions as well) in its Metadata Panel:


So I've got two problems with my armature Please, keep in mind that I'm quite new to this whole world of rigging.

The first problem is that I've got a bone that is moving my model in a way that it shouldn't. No it's not a weight problem, Please take a look.

Here's one of bones that is working properly

As you can see, it bends model properly (or maybe not, I'll improve weights soon)

However, this little guy right here, whenever I move him.

The whole model moves along, and I seriously have no idea why?

And second issue is related to face. I also have no idea on why is this happening?

When I turn my model's face around, eyes and teeth just sort of pop out for some reason.

I've tried using Ctrl + J but it didn't help much.

A quick and easy fix of all your problems, try Rigify. It will give you complete custom controls and you may assign bones to mesh With automatic weight.

Enable Add on

Add Armature

Adjust bones according to your character, Ctrl + A and apply Location, Rotation and scale.

Hit Generate button under Rig tab in right side bar.

Select mesh, select custom shapes (in this order) Hit Ctrl + P and select With automatic weight.

I hope it will make your life easy, Good luck :)


When Export from UE4 to Blender as fbx. IK Bones are gone and the skeleton from my character changed normally I don't ask for solutions and try to solve problems myself, but I'm stuck for several days. I created a VRoid character and first exported it to UE4 with a plugin, then I followed a tutorial https://www.youtube.com/watch?v=fsP68yQHIbs. So now comes my problem with Blender. When I export my character as fbx to Blender. Blender automatically deletes 3 things and sends me a traceback error.
My IK bones are gone, and my skeletal mesh is changed. If I export another character like the ALS V4 Character to Blender, everything is fine.

The IK bones were still present. I just had to rename them. To be honest, I still don't know what Blender deleted and why the traceback error occurred, but at least I still have the IK bones and the other bones. The best part is that the bones are even in the right position. :D


How can I create and keep these faces together nicely? My two questions are here, the rest of the text is a lot more context. Photo related to the context posted below.

How to create a square face in a larger face of which does not consist of perpendicular lines?
How to extrude out while keeping the sides flush with surrounding diagonal faces?

I'm in the process of making a small boat. The inside faces of it slope slightly inwards to the boat from top to bottom to create a "bowl," as well as the sides slightly splay outwards from back to front. I'm trying to create a bench in it that extrudes out from the back towards the middle of the boat that reaches from one side of the boat to the other, where someone would work the rudder. I'm also trying to create one in the middle of the boat for the oarman, so the only connections from that bench to the boat are from the sides, with space below. I'm very very new to Blender so I apologize if this is a very easy solution, but I can't for the life of me figure out a way to do that that isn't super janky.

CONTEXT FOR QUESTION 1. This issue is in the faces of the inside of the boat, being able to neatly create a face inside it to extrude. The faces are of irregular shape sow ith the default "inset faces" option, I can't find a way to make the face I will extrude be perfectly rectangular. I can do it by eye but I would definitely rather not if there's another, smoother way. My workaround solution has been subdividing the faces to get my desired height of the bench, but then it leads to my second problem.

CONTEXT FOR QUESTION 2. My second issue is when I can extrude, keeping everything flush with the splaying sides. This really only pertains with the bench in the back of the boat. When I can get a face I like that I can extrude, when I pull out towards the middle of the boat, the sides of it continue straight while the sides of the boat splay outwards. I cannot find a way to keep the sides of the boat and the sides of the bench together besides stretching it to fit by eye after I extrude. Is there a way to "snap" them together before extruding so when I pull it, it stays connected with the sides of the boat?

I apologize if these are very easy fixes, I just for the life of me can not find a clear fix anywhere else online.

Here's the boat in question, just for basic reference. That middle bench would be about where the x axis line is in the image, and the back bench coming out along the y axis towards you.

My previous answer won't give a correct method.

Actually the Snap option would work correctly if it was compatible with GG (slide vertex along an edge) but it's not the case yet.

What you should do to get edges perpendicular to the X, Y and Z axis is use the knife tool: K to activate, C to cut orthogonally to an axis, Z to cut through.

Once you've created an edge, you can cut again to create a parallel one, or simply select it and bevel with CtrlB.

Then again use the knife tool for vertical edges:

And when you begin to extrude, constraint on the axis you want: E to extrude then X to move the extrusion on the X axis.


How to do a script that could output my 3d files with the required color/lighting and angle versions I need to create versions of a large amount of 3d files in many different colors and  with varying degrees of tilt. Is it possible to create a script that could output my 3d files with the required color/lighting and angle versions. I am coming at this from an automation stand point. For instance in Photoshop there is a feature that lets you batch automate files from a folder.

A great amount of automation is possible in Blender via Python scripting. Mostly any repetitive tasks can be automated and since it is scripting it is even more flexible and powerful than Photoshop's actions or batch processing scripts.
You can find more information on Blender's Python API in the documentation.
Be aware that the subject is quite complex and requires a lot of effort to master, so no single answer here on Blender Stack Exchange or other forums on the web will teach you to use this, however if you ask specific clear, well formed questions about specific issues you face while learning, Blender Stack Exchange can be a lot of help. You should attempt to use correct terminology, be specific and make the titles of your questions informative and reflecting the actual question. Best to form them as a question as well. See: How do I ask a good question?
When learning Blender's Python API, you can get a lot by studying the script examples that come with Blender:

As well as any add-ons that you can find in [Blender's install directory]\[version number]\scripts\addons\.
Blender's Python Console has a priceless autocomplete function as well, that shows you possible options when you start typing something if you hit Tab(previously Ctrl+Space) while still hovering the mouse over the area of Python Console:

Oh, and I almost forgot - you need to know how to use Python obviously. You can find all about it at not a very surprising web address: www.python.org. The website is amazing and really has everything you might need. This is also ridiculously good: www.w3schools.com/python/ .


How to create path/curve tangent to mesh? I want to generate a path/bezier curve such that it is tangent to a mesh's surface along the curve's length.
I intend to use array and curve modifiers to add geometry and cant seem to find an efficient way to get the curve to fit via ordinary means. (Using edit mode and manually fitting the curve)

The best way to do it is to position the curve approximately in position over the mesh, and then use the shrinkwrap modifier on the curve (I find near project mode to work the best).

The only trick is that you will probably have to apply the shrinkwrap modifier once you have it positioned the way you want it, if you are using other modifiers that act on the curve object.

If the curve path at this point is not tangent to the mesh, tab into edit mode, select all control points, and then type Ctrl+T to rotate the orientation of all the control points to be oriented at 90 degree to the mesh surface.


How can I scale an object with Python without it moving? My code is:

human_obj=bpy.data.objects["Armature"]

When I scale it with the command human_obj.scale=(1,1,1) the object remains at its original location.  However, when I scale it with factors (1,2,1) or (2,1,1), the object will move to a new coordinate location based on the amount of scaling I've done in the x or y axis.

How can I scale the object so that it stays in the same location after scaling?  It does not matter if I do this scaling in edit mode. When I return to object mode, it will jump to a new location for any scaling of x or y != 1

Your pivot center point is the only point that is unchanged when scaling. By default this pivot center point is the object origin. In order for your human object to not move, the center point must be either at the foot or at the barycenter of it (it depends on what you mean by "remain at its original location")

To do that you can use the 3d cursor as the pivot point and set its location to the point unchanged point (foot or barycenter)

bpy.context.area.spaces[1].pivot_point='CURSOR'
bpy.context.scene.cursor_location = pos #where pos is the unaltered point


How to have an object exert a force all around it? Problem:

I have an object which, when triggers, is supposed to exert a force all around the object itself. I am looking to have the force affect other objects. How can I create a force coming out of an object and going in all directions?

Include/Note:

Force decreases over distance. This way, an object close to the force will be affected more than an object farther (than origin of the force) in distance.
Force does not decrease/increase strength over time; force is constant.  This will be useful in many ways. For example, if the object exerting the force exerts the force for only 1 ms, the objects affected by it will be affected by this (1 ms lasting) force which has just been activated (1 ms lifetime) by the same strength as a force that affects them for 1 ms but has been going on for 60 ms.
A property that defines how much force to use
A property that defines how long the force will last.
Please try to answer in python

I'm sorry if this is too much to ask for. I still have a lot to add to this, but I will try to put those in separate questions if I don't figure them out. Any help is appreciated. Thanks!

There is no build-in method to do that.

You need to write your own Python controller. But it is not that hard.

I suggest you use a near sensor to identify objects around your force source.
It does not only detect the objects to be affected it also sets up the range of your "force field".

To adjust the strength of the force you can use the optional property "strength". It tells how much the force would be at the location of the source object. It will be linear reduced by the distance of the affected object and the source object. At the outer range the force strength will be 0.0.

Usage:

Place this snippet in a python file force.py

import bge

PROPERTY_STRENGTH = "strength"
DEFAULT_STRENGTH = 1.0

def applyForceFromHere():
    if not allSensorsPositive():
        return
    sensor = getDetectionSensor()
    affectedObjects = sensor.hitObjectList

    maxRange = sensor.distance
    source = getOwner()
    strength = getOwner().get(PROPERTY_STRENGTH, DEFAULT_STRENGTH)

    for affectedObject in affectedObjects:
        sourceToObject = affectedObject.worldPosition - source.worldPosition
        direction = sourceToObject.normalized()
        ratio = max(0, maxRange - sourceToObject.length) # linear interpolation
        force = direction * strength * ratio
        affectedObject.applyForce(force)

def getDetectionSensor():
    return bge.logic.getCurrentController().sensors[0]

def getOwner():
    return bge.logic.getCurrentController().owner

def allSensorsPositive():
    for sensor in bge.logic.getCurrentController().sensors:
        if not sensor.positive:
            return False
    return True

Apply following logic to the source object:

Setup a near sensor (must be the first one)  with a distance that covers the area you want to have, ensure to enable [True Level Triggering] at the sensor that activates the force field
Setup a Python controller in module mode with Module: force.applyFromHere
Ensure affected objects are physics objects (dynamic, rigid body, softbody)

How does it work?

When all sensors are positive and any of the sensors triggers the controller the function applyFromHere() will be executed. Each run will apply exactly one force or no force at all. There will be no "duration". Either you trigger the controller or you do no trigger it. Forces will only applied when triggered. That is the reason for [True Level Triggering]. This is not necessary when you do not want to have your force field active.

The near sensor provides the affected objects (only physics objects) within the distance. The Python controller calculates the

distance to the source object
direction to away from the source object
ratio (linear interpolation) with

1.0 at the location of the source object
0.0 at the distance and further away

the strength of the force

With that the Python controller applies the individual forces to each single affected object.

Remark: The duration of the force is the atomic minimum (one frame). The Python controller is no actuator. Therefore you need to run it again and again and again to get a continuous force.

Hint: You can enter a negative strength

I hope it helps


How to apply a texture during an animation? So I'm going to have a laser fire into a spot in the ground. I want it so that before it fires the ground is blank and when it stops there's a burn mark where the laser was. How could I do this?

You can animate the 'Fac' property of a 'MixRGB' node to switch between two different textures, one not burnt and one burnt:

Connect your unburnt texture to the top input of a 'MixRGB' node (Shift+A Colour> MixRGB).
Connect your burnt texture to the bottom input.
Go to the frame just before where you want the burn to appear.
Set the 'Fac' value of the 'MixRGB' node to '0'.
Press I when your cursor is over the 'Fac' value of the node to insert a keyframe.
Go to the next frame, change the 'Fac' value to '1' and insert another keyframe.

For a smoother fade between the textures simply insert the second keyframe a few frames after the first, the more frames, the slower the fade between the two textures.


Creation menu in Blender 2.8 Why when I create an object (ex: a UV Sphere or a Cylinder) in a file I am working on, it doesn't show anymore the option of how many vertices/radius/depth etc at the moment I just created it. Previously worked well but I don't know what happened. (if I open a new empty file, it works well again)
I am working in Blender 2.8

I had default window layout chosen and not "Modeling" one.


How can I bypass a node? Sometimes when working with nodes it is useful to see what my setup looks like without a certain node.  I know I can delete a node without breaking the chain with Ctrl+X and then undo with Ctrl+Z, but that is kind of cumbersome.

Is there a way to easily bypass a node like this, connecting the inputs to outputs like Ctrl+X does, only without deleting it?

This is called Muting a node.  You can mute or unmute a node by selecting it and pressing M.  Muting a node will connect the inputs directly to the outputs according to datatype in the same way as Delete With Reconnect (Ctrl+X).

When muted the header of a node will turn red and it will display red wires showing which inputs are connected to which outputs.


Edged and plain faces? So I've never done it but now that I see other models with it everywhere I wonder why? I included pictures because I'm bad at describing things. (This is also why I ask here, I don't know what terms I'd search for)

-Is it needed or recommended to use edged faces? If so, please explain what you'd use them for in modeling or animating.

Plain Face

Edged Face

Thank you.

Quads are not always necessary, but are usually preferred when deforming a mesh for animation &/OR Rigging. If you are creating a static model (eg. a sculpture of a statue, etc...) Then it can be acceptable to use Triangulated faces, as there is no reason to worry about the integrity of the deformations.

Notice the deformation smoothness when we bend a cylinder.

As for my version of face Definitions:

NGon technically a face with vertices > 3, but because we have names for 3 vert, and 4 vert faces, this is commonly reserved to describe a face >= 5.

Quad = 4 vertices.

Triangulated is just the primitive minimum for a face to exist, as the vertices that make it up = 3.

Two vertices make an edge with no area.

One is just a single point (Vertex).


{ANIMATIONS v2.8} ~ FBX exporting only the selected action rather than all of them (for Unity) MY ISSUE: when I export the mesh complete with its armature, only the currently selected action gets exported along in the FBX file.

I've rigged, skinned and animated a character.
Each animation is a separate "action", for a total of 4.

The scene includes 3 objects, which means 3 armatures.

The character's body armature is parented (as a "bone") to a rocking chair's armature, so to sync the movement.
Each armature is a separate object, but the movement of the character's armature is relative to that of the chair.

I export each of the three meshes (with relative armature) separately.
If exported singularly (by unticking the relative option), each action/animation works perfectly, in Unity.
If exported altogether, only the currently selected action/animation is exported; and works perfectly in Unity.

I've read threads reporting this issue being caused by keyframes linked to bones that no longer exist.
I've checked the "dope sheet" for lines entitled to non-existing bones, but all the keyframes are accounted for.

Is there something I'm overlooking?

This is my 3rd animation attempt, the first two working flawlessly.
In the first case it was a tree waving in the wind. All OK.
In the second case I added a walking cycle to a pre-existing blend scene. Exported with all the animations without a problem.
This time I got the character clean, so I handled all the stages, from rigging to animation.

In Blender everything works great and the animations look good.
When I export them, though, only the currently selected one gets exported.

Is there any way to know why all the actions other than the selected one are ignored during exportation?
Any log file?

When working under the Animation tab, select all with A  then when looking at the Action Editor, under Summary, you can see all bones that are being moved and or rotated for the selected action.

Here you need to make sure all names and bones are valid (Ie. nothing with red lines under it when you click the arrow beside the bone name). One this is complete you can open the Modeling tab and will want to select all meshes (using Shift + LMB/RMB) and use Ctrl + A and apply the scale.

Then within the Outliner, you will want to expand the armature, then Animation, then NLA Tracks, then expand each Action Stash. Then expand the Pose tab, and with selecting the bottom-most mesh you want to export, and Shift + LMB  the armature, it will select every mesh and anything within the Armature in the outliner.

Finally, go to File->Export->FBX, under Include go Selected Objects then Shift + LMB Armature, Mesh, and Other.

Under Transform, change Forward to Z Forward. Disable Add Leaf Bones under Armature, and lastly, disable Force Start/End Keying under Bake Animation (which should be checked).

With this, you can move to the desired output folder and click Export FBX.


How to use playAction() on libloaded objects in BGE? I'm loading the file like this:

logic.LibLoad(logic.expandPath('//car.blend'), 'Scene', verbose=True, load_actions=True)

And I get my object (without using addObject() BTW, is it how it's done?) fine, I can basically do what I want with it. But I cannot seem to use its actions.

And at loading time I can see the action being loaded in the console output:

  SceneName: Scene
  ActionName: Car.flipOver

This is how I start the action:

    name = "Car.flipOver"
    start = 1.0
    end = 10.0
    layer = 0
    priority = 1
    blendin = 1.0
    mode = logic.KX_ACTION_MODE_PLAY
    layerWeight = 0.0
    ipoFlags = 1
    speed = 1.0

    # (tests to see if the car is stuck)

    self.playAction(name, start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)

Not only the action does not play, I get no warning or error message of any kind! (at least when you omit the load_action parameter you get a fair "failed to load action").
Can somebody explain to me how one can access actions in externally loaded .blend files.

the problem seems to be in the playAction arguments exactly in ipoFlags = 1 it should be ipoFlags = 0

I have no idea why but this is what got it working at least in my test file


Why does this mesh deform while weightpainting? When trying to weightpaint my mesh some mesh gets deformed.

I searched for an answer and found this question, but the solution does not work. The problem only affect some bones - all bones which have a IK. If I subtract the weight paint the deformation goes back to normal.

The .blend file can be found here

if you switch your armature to rest pose in the armature tab, properties editor, you can be sure that all bones are in their default orientation and location, even with constraints on them. thats easier and faster than manually trying to find them and resetting values.


What is the reference point for edges angle display? When I display angles for edges these are always 90°, I am wondering what is the reference calculation object of a single edge angle display and how to change it?

PS: I know I can see the angles when selecting a face, however what is the meaning to have these 90° displayed then and can I change it?

(Face Info: angle) gives you the internal 2D angle between two edges, in the plane defined by the 2 edges.

(Edge info: angle) gives you the internal  2D angle  between the face normals of the faces adjacent to the edge, in the plane that would be defined by the 2 face normals, if their origins were brought together.


Python code to add objects to the 3D Cursor Python code to add objects to the 3D Cursor
I added a cube and looked at the Python Console
bpy.ops.mesh.primitive_cube_add(enter_ editmode=False, align='WORLD', location=(0, 0, 0)))

The code looked like this
When you run this code, it adds the cube to the first location you put it in, not the location of the 3D Cursor (location=(0, 0, 0))
I want to use this add-on, so the Python code has to be one line
https://github.com/InamuraJIN/CommandRecorder
How do I add an Object to the 3D Cursor's position?
Translated with www.DeepL.com/Translator (free version)

Add new object at cursor
Default values.
If you auto complete on the operator in the python console, it shows the properties and their default values.  There is no need to pass any default value to the operator.
>>> bpy.ops.mesh.primitive_cube_add(
primitive_cube_add()
bpy.ops.mesh.primitive_cube_add(size=2, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0, 0, 0), rotation=(0, 0, 0), scale=(0, 0, 0))
Construct a cube mesh

To add a cube with location and rotation of 3D cursor
bpy.ops.mesh.primitive_cube_add(align='CURSOR')

To add at  cursor location.
bpy.ops.mesh.primitive_cube_add(location=bpy.context.scene.cursor.location)

or equivalently, align to cursor but override rotation.  Even though the zero rotation passed is default, just passing it (in tests so far) overrides cursor rotation.
bpy.ops.mesh.primitive_cube_add(align='CURSOR', rotation=(0, 0, 0))

Related
Precisely move the 3D cursor
How to move selected object to the curser location using a python command?


export selected actions with the fbx exporter Is there a way to only export select actions. As every time I export to unreal I have to delete a bunch of animations that are useful in blender but not something I need in unreal.

Add all actions you want to export as strips in the NLA, and then in FBX export settings, deselect All Actions and keep only NLA Strips. This should export only animation from NLA strips (i.e. actions).


RMB Orbit, MMB Pan option I want a tinkercad style interface keymap. What should I do?
Fusion 360 has that option!
Very easy
Right click Orbit
Middle-click Pan
Wheel Zoom
Blender also has options
I wish

Sorry I used a language translator

Unfortunately, I don't believe Blender supports right-click panning due to the use of right-clicking for drop-down menus or selecting. However, you can change the default MMB action to pan, and Shift+MMB will become orbit.


Change active selection from one object to another, with Python I'm making a script to automate some steps I do quite often. In the script I need to change the active selection from one object to another to work on that object and then return the active selection to the first one, e.g. I have a cube and a circle, both separated objects, I do some things with the cube and then I have to select the circle to do some other operations, then when I'm done with that, I want to select the cube to keep working with it, thanks in advance.

I found the answer here.

The way you make an object active is through the overwrite of:

bpy.context.scene.objects.active

so if you have a Cube named 'Cube', and you want to make it active, you will do:

cube = bpy.data.objects['Cube']
bpy.context.scene.objects.active = cube


Why is this weird line in appearing in Glass material? I cannot understand why this weird line in appearing in my coffee

I decreased IOR of my glass and increased density of coffee. I moved light, checked if I have two materials and nothing is working.

It's still there even though I changed the camera view.

It just occurred to me that this is probably a case of reversed normals seeing as the entire shading of the coffee is off. A Normal is a line that comes off perpendicular to a plane. Blender uses these to calculate lighting off the various faces of a mesh, but if they're facing the wrong way (inside rather than outside), then the shading of the object will not look right.

To check if the normals are facing the correct direction, open the Viewport Overlays drop-down menu, and check Face Orientation. If the normals are facing the right way (as in facing in the direction the object is meant to be viewed), than the object will appear blue. If not, it will be red.

If this is the case, Tab into edit mode with the coffee selected, and press Shift+N to recalculate normals.


How to affect displacement textures using objects? So, this is my set up.

I placed a UV sphere with a Subdivision Surface Modifier of 3 render and view subdivisions along with a displacement modifier holding a cloud texture which is controlled by an empty. Now, this is going to be placed in an animation where the shape of the sphere is going to be continuously changed using the empty throughout the animation.
I could keyframe the movement of the empty but that would be too tedious to keep track of and setting a "Follow Path" constraint to the empty -- after creating a Bezier Circle around the sphere -- results in failure.
Is there any way around it?

You can parent the empty to an object or to three vertices of an object.


How to give specific color in specific area? As shown below, the yellow color appears only on both edges, I have tried vertex color for the yellow, but I can't give another color in node editor.

Is it possible to give specific color on specific area?

You can assign any one material to a face at a time. However, you can apply a uv image to the object. This will allow you to paint freely on the object in as much detail as you wish.


Brush Texture is a different color when painted on my mesh I have a brush texture that looks like this:

However, when I try to paint it onto my mesh, this happens:

The background color is clearly not correct, even though I made sure that the Brush Texture and the Canvas Texture had the same hexadecimal orange color. What am I doing wrong?
Here are my settings for brush I am using.

Can anyone help me?

Choose Blend > Mix, and choose a white color, these are the 2 reasons why your texture is not printed as it is:


I can't paint the texture I can't paint the texture.
Although I can't draw, I can fill it all at once with fill icon.
I have no idea what that means.
I do not understand the relationship between the property panel on the right and the paint screen on the left.

While in Texture Paint mode, with the Active Tool tab open (this is the case in your image), look under the Texture Slot Section for Mode. There are two options. Material and Single Image. Your pic shows Material selected currently. Try Single Image.

Some other links on this topic that might help:

What does this step do in Texture Paint?

No painting strokes showing when Texture painting


How do you extude along a specified axis? How do you extrude along a specific axis?

Specifically when in edit mode and wanting to extrude along a specific axis orientation, you can set Transform Orientations to cursor.
Then in the view panel, set the cursor rotation to the orientation you want to extrude along.

Then simply extrude. Pressing the key E starts an extrusion, then you press the axis key you want ie Z, you can use mouse to set visually, or  then just enter the number value.
Press Enterto commit the extrusion.
Alternately you can set Transform Orientations to normal, setting Transform Orientations to local will refer to the objects transform orientation.


How to remove a hole from a solid plane? I have an object with a solid plane and multiple holes in the plane:

Now I want to remove only a single one of these holes. How to do that?

Thank you very much!

Select the faces around the holes that you dont want press x and then select the edge loop and press f for fill the place again.