New answers tagged

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When you press the 1 key in object mode, it hides all the collections except the first one. Likewise, if you press 2 it will hide all the collections except for the second one, and so on. To unhide a collection click the checkbox to the right of the name of the collection.


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These are 2 different objects, you need first to join them (CtrlJ) otherwise you won't be able to bridge the 2 edge loops.


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Have you tried filling just one quad (i.e. selecting two vertices on the hand and two vertices on the wrist)? Because they won't join or fill as a group unless they have the same number of vertices.


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Not an answer ... v01_Vertex Group I wanted to isolate mess on edge by curvature with Pointiness node (only for Cycles), Bake ... ... and use this texture for VertexWeightProximity modifier to convert into vertex group to be used as mask for Smooth modifier. v02_Sculpt Mask Similar technique can be achieve by Sculpt mode. Expand by Curvature didn't work ...


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Make a unit, use self in drivers. Recommend first making a driven unit. For this example I have used a plane added a solidify modifier and driven the modifier thickness. Similarly could use a cube and drive object scale, after moving the origin to the bottom face of the cube If we check use self in a driver it is the object being driven. In this case it is ...


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You can keep the pose but get rid of the armature by applying the armature modifier while the mesh is posed. You can also create a duplicate of the mesh and apply it's modifier instead, if you'd like to have a posed version and still keep the version with the armature on it.


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Can do it using a "shrinkwrap" modifier driven by a "vertex weight proximity" modifier. Each cube is a separate object like this with a vertex group (only the top vertices are attached to this group with a 0 value): Each cube as the following modifiers: "vertex weight proximity" that influences the vertex group values, using ...


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It's because of the bone called DEF-chin.R (here in Rest Position): you'll be able to see it if you enable its visibility in the armature layers: You've given it a Damped Track and a Track To constraint with the bone called lips.R as Target, so as soon as you switch your armature to Pose Position it will point towards it: When you parent a mesh it takes ...


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I think that in the rigid body settings of the cone, you should set the Shape to "Mesh". That will cause the physics simulation to use the actual geometry of the mesh, instead of an approximation of the shape.


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It looks like a bug in Workspaces. Simply create a new UV workspace an then it should work. + > General > UV Editing


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This is the procedure to have your file working OK: select the rig and delete it. Select the Metarig and press Ctrl A "Apply all transform". In the Rigify properties enable "advanced options", delete target rig and target UI and choose new (with a new name) as destination. Press Generate rig. Hide the Metarig. Select the mesh, shift ...


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You can slice mesh in sculpt mode using "Mask Slice and Fill Holes" function.


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Quick & Dirty solution This I use and should work for you in any case (no cutting) without creating unnecessary geometry in the end. This method is manual and might not be fast for cases with multiple intersections in different locations. Fill in edges from verticies (select two vertices, F to fill edge) Extrude (E) half-length edge from any original ...


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What you have selected is not a curve, it's a mesh, you need to use a curve, or you can convert your mesh to a curve: Go in the header menu > Object > Convert to > Curve from Mesh:


4

Don't use EPS to transfer UV maps - it only exports the occupied area. Use SVG instead, it exports the whole UV canvas.


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You're looking for the Accumulate checkbox in the sculpt tool options of the properties editor. https://docs.blender.org/manual/en/dev/sculpt_paint/sculpting/tool_settings/brush_settings.html#advanced


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Simply use an object with almost-zero thickness for a Boolean difference. That will get you a clear cut, with 'filled' holes. Using a 0,01mm thick plane for a Boolean difference


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The imperfections are inherited from the curve used in the curve modifier. Select it, go to edit mode, select all and then search(f3) for Set Spline Type operator and set to NURBS: You will also be able to control the resolution of it in the curve properties tab, but default 12 should be fine. Or you could also solve the problem by moving the subdivision ...


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there is new boolean algorithm in blender, so use the exact option in the boolean modifier if you are in b3d 2.91 to remove that overlapping geometry, but in 2.83-2.9 or older you have to remove those faces manually after applying the modifier...


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It's recommended to apply the mirror modifier for humans, animals & creatures. This allows you to paint both sides differently to add scars, freckles, spots, tattoos, wrinkles, skin pores, imperfections, etc for a more realistic appearance. Hair/fur/whiskers should also have some asymentry to look natural and realistic. You still can use mirror mode in ...


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I was able to get a uv transfer using the the Data Transfer Modifier. Select object to transfer the UVs to, add the Data Transfer Modifier In the source parameter select the model to get the uvs from, check on Face Corner Data. In Face Corner Data check on UVs. In the mapping parameter select Nearest Face Interpolated. Also, clicking off the Object Transform ...


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It might be easier to construct your track as a curve, and adjust the camber before converting it to a mesh. Create 2 curves, one your track path, and another for the road surface. In the path, make sure there are control points at the apex of curves you wil need to camber. In the path's Data tab, you can adjust assign the road surface as the path's Bevel ...


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You might consider using curves (one curve for the oval and another rectangular curve for the track face--to use as a bevel for the oval) to create the track, and then convert the object to "mesh from curve." Once you've got your evenly spaced mesh, you can use "proportional editing" the far right gizmo in the center top of your window to ...


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Definitely some pictures would help but it sounds like your mesh is lacking resolution. If your race track is just a plane, I would give it thickness with the solidify modifier, add support edges manually or with the bevel modifier and subdivide the mesh with the subdivision surface modifier.


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Normal lines are shown as Overlays. Not actually render-able. But you can simply render the viewport view. View > Vewport Render Image


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I've had a similar problem before. The solution for me was to use Alt + M to clear any masks that might have been applied to the model by applying the modifier. Not sure why it happens, but I think it has something to do with the Subsurf modifier.


2

The reason you cannot make a loop cut is because your front faces are n-gons (faces with more than 4 vertices). You can fix it by using the knife tool (K) to connect the loose vertices and make them into quads. Once it's done (all faces are quads), you will be able to make a loop cut.


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I know I am really late, but I had this problem too and fixed it. Go to edit mode, select all of your mesh by pressing A Hit F3 (Blender 2.8+) and then search for and apply: Merge by distance Delete Loose Fill Holes All of these can be found under Mesh>Clean up in Edit Mode. After doing this I was able to export as FBX without any problems, and nothing ...


1

Your mesh is a nightmare to edit, because you applied the SubSurf modifier. You shouldn't do that unless you've got a good reason ! So first, we will Un-subdivide it. You can add a Decimate modifier, select the Un-Subdivide mode, and choose a Iteration of 10. Feel free to play with that value, 10 looks like a good compromise : You can now Apply this ...


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It was Edge Length checked just below the Normals, in the Ctrl + N Recalculate Normals dialog.


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Toggle show Overlays to 'On'. You may have accidentally switched Overlays off.


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You might want to add more control points to the hair particles. The goal is the add some extra control points near the scalp/head so hair can bend nicely there. To do so, make sure Selection Mode: Point is active to see the points. Select all roots by using the menu. Then select the next points via the menu (Select → Select More or hit Ctrl + NumPad +). ...


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Apparently Unreal recognise the prefix "Socket_" as a socket location. The prefix gets striped on import. Also note that the position will be in blender translation.


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An iterative version Each line is commented below but ask in comment if anything is unclear. import bpy from collections import defaultdict # Get edge vertex that is not inside the vert_indices def other_vert(e, vert_indices): return e.vertices[1] if e.vertices[0] in vert_indices else e.vertices[0] def islands(edges): # Will store vertex index to ...


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Recursively walk the selection. Similarly to the method employed here How to find the number of loose parts with Blender's Python API? Take one edge of the selection, tag it as "visited" then recursively do same with its connected edges until no more. This will be an "island". Remove the island from the selection, and return to 1. ...


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I don't know how you did the parenting thing, but your problem is fixed if you select the mesh, go to Properties > Relations and change the parent type from object to Armature. Re-parenting everything all over again, it works fine!


0

"why not just use the bone to make a shape key for blinking then remove the bone after transfering it weight to the head" this ended up working for me! I made a shape key with the uppereyebrow bone (Highhigheyebrow) using the CAT5 (CATS?) plugin, then I renamed the Vertex Group for Highhigheyebrow to Head2, which applies it to the Head2 Bone, and ...


1

When you create your rig and set it as the parent of your model, you have to choose, how the weight for the bones are created. This determines, what parts of your model are affected by which bone. If your model is one object with several parts, all you need to do is to add all the parts you want to be affected to the vertex group. You can find that under ...


1

After going into sculpting mode and pressing Alt + H, it seems to have fixed the issue. I did this because sculpt and weight paint had the same issue. Wouldn't let me touch the coat. I could sculpt and paint the sleeves, but only the sleeves. It works now after that. I don't know why that fixed it, but it did. For now.


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I have had the same problem, if tried going into the wire mainframe and deleting the conjoined messy parts ect, i guess helps or optimization as well. However, the main reason it was bugging me when when I go to paint, the seams are all messy, however I found a solution for this. In the UV editor section when painting, in your UV section to paint on, find ...


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Dont create a single face with F. Select all the edges you want to join (in both parts you want to join) and use the Bridge Edge Loops command (you can easily find it with the F3 seach menu).


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Select the edges you want to split. Press V to split them and move them away slightly. Then repeat for the back of the leg. Join two edges by selecting them and pressing F. Fill in the rest of the faces by selecting the end edge and pressing F multiple times. Then you can add more edge loops with Ctrl+R and with the "Loop Tools" addon enabled, ...


2

Try to disable "autosmooth" (object data properties tab and normals section) and clear custom normals (object data properties tab and geometry data section) Answered by lemon


0

If I understand correctly, you may want to use Rip Fill : Select your edge, put your cursor on the side where you want the duplication to happen and press AltV, then G to slide the new edge along the other edges. It would be better it automatically slide. Also, it looks like it works only on one side in 2.9 for the moment (?). Another option is to create a ...


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You should definitely not put an edge where you do not need one. We model in quads not just for the sake of it but for many reasons like, for example, loops that form while modelling this way and the ease to select and work with them. If there is no reason to have a quad, there is just no reason to have a quad. There is no need to be afraid of triangles or ...


0

Aha! I found it. Just like every other modifier :). To to it, first pose your armature, then go to the WRENCH icon (modifier tab) and select Apply. Presto! Awesome.


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You can achieve this a variety of ways, depending on the mesh and your ultimate goal. These are methods I would try. If you need a whole new edge loop you can use CTRL-R, position the yellow loop, LMB, and then you have the option to slide the loop to a position you'd like. LMB again to set position or RMB to just set the loop at the median point. You can ...


2

Here is a related question: Duplicate and slide edge (rip from boundary) I don't think there is a way to do exactly what you want in vanilla blender. But there are a few things you can try depending on what you want to achieve exactly, and what kind of mesh you're working on. Just for a quick reference, instead of sliding verts with Shift-V, you can do the ...


3

Select few unwanted faces (one in each X, Y direction) Search for Select Similar > Normal Separate P by Selection and hide newly generated object For faces oriented Z use type Co-Plannar because type Normal takes into acount too many top faces Tips: you can delete them directly, but it is better to check if in this separation isnt a face you want to ...


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At the risk of beating a dead horse, another practical difference between the two is that a UV sphere has a distinct bias - it has poles. When I'm making things like spaceships, they are usually elongated cigar-shapes with a symmetrical cross-section, it's far easier to shape it when the sphere has poles at each end, and all 'longitudes' run from nose to ...


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