A tag is a keyword or label that categorizes your question with other, similar questions. Using the right tags makes it easier for others to find and answer your question.
Transparency can be anything from an alpha-channel in an image, to shaders in the BGE, to transparency in a material, to the alpha pass in the compositor.
a two-dimensional polygon, the space bounded by three or more edges.
Questions related to video files in Blender. Anything from loading a video into the 3D view(as a background image) to exporting an animation is acceptable.
specific frames where key points of an animation are defined by the user.
Questions about blender's Bake feature under the Render panel, such baked images as normal maps, AO maps, and displacement maps, and texture maps.
oriented and can be used to aid various calculations and effects. This tag should be used for questions regarding normals in Blender, from uses to issues.
Questions related to weight painting. Weight painting is a method of defining a value for things such as how much a certain vertex will be deformed by a bone, or how long hair particles should be on a…
object features, they control in various fashions the object's transform properties such as its position, rotation and scale.
Questions about Blenders Texture Painting. Texture painting is a tool used to paint textures on to an object in real time. (both in the 3D view, and the UV Image Editor)
Questions pertaining to Blender's built in sculpting tools and or plugins.
Questions pertaining to changing Blender's default settings and user preferences.
the act of pre-computing something in order to speed up some other process later down the line. Use this tag for baking any physics simulations.
An add-on that provides a node based visual scripting system designed for motion graphics in Blender.
Issues related to the UV image editor and tools.
Questions pertaining to Blender's built-in rigid body physics simulator and rigid body simulations in the Blender game engine. Rigid body physics are used to accurately calculate dynamic motion of non…
Questions about Blender's tools for managing selections. Selections are used to define what part of an object/path/curve/etc. is being manipulated or highlighted.
Questions pertaining to Blender and the Unity 3D game engines.
Questions about the Fluid simulation systems in blender. Blender has two systems for simulating liquids, a SPH (Smoothed Particle Dynamics) system integrated with the particle system, and a Lattice Bo…
Questions pertaining to creating, editing or deleting shortcuts/hotkeys. Blender's keymap and input editor are accessible in User Preferences > Input.
Questions pertaining to Blender's built-in smoke simulator.
a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the rendering or output images.
Questions about the various ways one can edit objects with symmetry. e.g. the Mirror modifier, scaling by -1, Ctrl + M, the Array modifier, etc.
Questions about Blender's 3D motion or object tracking system. Object tracking is accessed via the Movie Clip Editor.
Questions about topology. Topology refers to the arrangement of faces, edges, and vertices on a mesh.
used to control one property with another. Drivers can also use python expressions to give even more possibilities, e.g. *#frame/2* will give the current fram…
the sensors, controllers, and actuators in the Logic Editor. They are used in the BGE.
Questions pertaining to Blender's built-in cloth simulator. Blender's cloth simulator is accessed in the Physics panel.
specified, calculated, represented, applied, or processed in Blender. This is not for use as a generic tag. Questions may include topics such as color space, col…
GPU based realtime engine for the viewport implemented for Blender version 2.8, using Industry standard PBR (Physically Based Rendering).
Questions related to using and manipulating Shape Keys. Shape keys are used to deform objects by transforming the locations of control points over time. There are two kinds of shape keys, Relative and…
questions involving Blender's Subdivision Surface modifier