/r/blenderhelp
For help with problems with Blender 3D Software, check out our rules before posting questions. Alternatives for help: https://blenderartists.org/c/support & https://blender.stackexchange.com/
Help and questions for Blender, a great, open source, free 3D application.
WE HAVE FLAIRS!
Please use the solved and unsolved flairs appropriately. If you mark your post as solved, please also post the solution if it is not already in the comments. Mods may add flairs when they have time. Please be considerate to the mods and the helpers and add your unsolved flair, and change it to solved when your question has been answered.
Rules:
1) Try by yourself first!
Try to find a solution by looking it up online – most issues can be resolved this way!
Doing your own research will save everyone time, and help you learn faster!
2) Be as detailed as possible
Describe your goals in detail. Explain what you've already tried and what went wrong. Add reference images if needed. Try adding a link to file so helpers can investigate issues you wouldn't know to. If you link a video, provide a time stamp.
Summarize your problem in the title, but add additional details-- text, images, links-- in the post body or in comments. Don't just write "Help!"
If images can help explain your problem, use clear, uncropped screenshots, not phone photos.
3) Let us know when you've solved it!
When you have figured out the solution, please mention it in the comments if it is not already there.
Also, apply the "Solved" flair so others know that the problem is resolved!
4) No artwork, tutorials, and feedback requests
Don't post finished art or tutorials. This includes vague requests like "What can I improve?" All posts must be focused on a specific problem you've encountered.
If you need to include someone else's art as a reference, add it as a link rather than an image in your top level post.
Feedback requests and tutorials should be posted to r/blender instead.
5) No bug reports
If you are sure you are doing everything correctly, but Blender is crashing, freezing, corrupting your files, etc – this is a bug. Make sure you are running the latest version - it might have the fix!
If the bug persists and you can reliably reproduce it, check out this guide for reporting bugs. By making a detailed report, you can help the Blender team identify and fix the bug! Posting your complaint on Reddit is unlikely to get help.
6) Be nice
Please be respectful that everyone has a different level of Blender experience, and all Blender users are welcome to post here.
If the community is helping you, try helping others too! The best way is to browse the "New" posts for unanswered questions and see if you can help.
Do not make mean comments or give unsolicited harsh criticism. Use the least inflammatory language you can to express your point.
No ALL CAPS titles. No question spam.
Other places to ask
And don't forget the Blender manual itself.
If you ask multiple places, think about providing links to the various places the questions are asked. Seeing how others reason about the problem can be useful for helpers, and it will certainly be useful to those searching for the solution in the future.
How to add detail
To take an uncropped screen capture of your active Blender window in Windows, hit alt + print screen. You can paste this image directly into many image hosts like Imgur.
Reddit doesn't host arbitrary files (like a .blend) itself, and most users will not want to share their email address for attachments. You can host a file using a variety of file sharing services, such as Dropbox, Google Drive, Mega, or WeTransfer. Helpers will want the .blend file, not the .blend1 or .blend2 or any other automatic backups.
If your file is large, try enabling "compression" on the sidebar in the file save dialog. If helpers will need images, pack external data into the file. If they won't, unpack all external data to save space!
Consider making a simplified version of the problem for a linked file. This is an essential first step in troubleshooting most problems anyways, and will save your helpers time and bandwidth.
If you can't share the file because of commercial concerns, then consider recreating the problem in a different context, without any "trade secrets".
Related Subreddits
Subreddit under construction, and new moderation.
Thanks to /u/flargus for starting this sub.
Thanks to /u/Gazpachian for the header!
/r/blenderhelp
I'm fairly new is working with physics in blender, and I'm trying to rig some hair, but it keeps clipping through the head. I tried adding collision to the head itself but that didn't seem to help. I want this to eventually become a Unity game NPC if that helps at all. What are some ways I could try and fix this? ^^;
I've tried futzing around with the settings of both the soft Body and collision modifiers but neither seem to solve my issue.
I've used the lattice method as seen in this tutorial.
https://youtu.be/rMU_fa1G-bA?si=7AXrQHWX8VHJ3B6y
Any help is greatly appreciated! ^^
I successfully copied the animation data from one object to another, but when I play the animation the 2 objects come back together. I've tried separating them by (object-relations-make single user-object animation). I'm still a noob so any info is greatly appreciated.
I was doing a face but by some reason it ended up looking old, waht can i do to make him look younger. Yes is my first time sculpting
I have been trying to fix this issue for a while now and haven't been able to solve it, would it be due to some of my render settings or lighting settings or even neither of the two. The first image is what I see when I render, the second image Is what I see in my viewport.
Hello! Do you know how I can make boolean operations with vectron in blender? I was checking for some tutorials but I could only find some for C4D. I read that for blender it's necessary to convert the geo to SDF volume first, but I don't know wich nodes to use for the operation. In C4D the node that does the Bool is called "Vectron operators" but it doesn't exist in the Octane version for Blender.
I wish it was that simple 🥺:
Blender flip fluids not working I'm using 150 resolution for the domain the bottle as a collision/obstacle and the ico sphere as my fluid all settings are default. I'm scratching my head for hours trying to get this to work.
Iv created loads of brushes for texture painting Iv uploaded to a project in blender. I then started a new project and wanted to access my library of brushes but they weren't there an I had to load them in again. Is it possible to upload them and save them so they are in blender permanently as default?
Hello, my question is the following: inside Blender I already have the doll, on the other hand the weapon and armor, the latter separated from the base body and separated from each other (armor). Now when I want to glue this armor to the skeleton there are parts like the torso or the pants that do not move as if they were part of the doll. I attached a video so that it is better understood. I did not start with Blender long ago, I am just learning and after making the low poly character, the armor and the sword I am stuck for the next step of animating or I do not know if there is some other previous step. If you help me I would really appreciate it. Greetings
Hey guys, hope you're having a nice day.
To learn about UV unwrapping, I'm following this tutorial by designersoup where at minute 55:39 (link is already set at the right time) I'm supposed to select and unwrap everything again to probably create a single UV "texture" (not sure what it's called); however, I have a couple doubts and questions about it:
How does it work? Does it overwrites it? Is there no other way to put all UVs together?
Is this way of creating a single UV texture not valid anymore then?
TIA
I gathered several animations from Mixamo to use in a Unity project. I wanted to use blender to combine animations onto a single rig since Mixamo does not let me download multiple animations on one rig at the same time. Anyways, When I import the FBX into blender, the bones and mesh become all messed up. I researched this issue and found that this can happen with FBX models in general, but none of the solutions I've found seem to solve the issue.
I have tried a combination of these settings seen in screenshot 1, the animation ones seemed to fix issues with bone orientation seen in screenshot 2, but the model still imports like the jumbled mess seen in screenshot 3 no matter what. I notice that these setting do appear to fix the rig after I reset the pose in pose mode, but the model always ends up way smaller than the rig as seen in screenshot 4 and 5.
Has anyone encountered this issue and found a fix?
Screenshot 1: Import settings I was told to try. No combination seems to fix all the issues
Screenshot 2: Without those settings, the bones appear rotated incorrectly when pose is reset
Screenshot 4: Animation setting seem to fix bone orientation when pose is reset, but...
The teeth are on the outside so I need them to look good while the bottom jaw is rotating. In particular I'm struggling with the bottom teeth
I've managed to weight paint them so they move at a similar rate to the jaw, however I need them to rotate inwards
Is there a better way to be doing this? Do I make bones for the teeth and parent then to the jaw?
Thanks!
Not sure if this belongs to blenderhelp, but I've had a nice time here so I have a question. I'm trying to make a space game in Unity. I know, based off of a brief Google search, that Blender's node setup with shader graphs don't import into Unity besides basic ones, so how do I replicate it in Unity? Also, how do you import lineart (preferably Grease Pencil) into Unity? Is there a way to do it in Unity besides inverse hull (it doesn't look very good on my model)? A turnaround video of my model is attached.
Hi r/blenderhelp!
So I'm doing retopo on a character with several protruding cone shapes which end in pointy ends (like ears, horns and sharp claws on the fingers). The topology isn't really meant for animation, I just need good shading for baking normals and texturing the low-poly model.
I've found two references on how to retopo shapes like these and have been following one of them. Is this acceptable or do I need to reduce the number of supporting loops around the horn and end it in quads and not a multiple-pointed star? If so, could you please provide me with a reference?
And thank you in advance!
Edit: added an image of the original mesh + corrected a mistake
Hi,
I have this huge Denoiser in Compositor, denoising each pass. I works super well.
But it's also super slow because it only uses CPU.
In the newer versions, OpenImageDenoiser is GPU supported and works well, but in the compositor it's still using CPU - why?
I tried setting it to GPU in the performance tap in the compositor, then it's only using half the processor cores but still no GPU.
Am I doing something wrong?
Hi everyone,
I’ve been trying to export an animation I made in Blender to my phone, but I keep running into an issue. I set the resolution in Blender’s Output Properties to match my phone’s screen resolution, but the final render still doesn’t come out full screen. Instead, I get black bars (top and bottom).
Here’s what I’ve tried so far:
F12
), and it still has blank areas.Hey there, lovely people!
Firstly, I'm a total noob concerning blender, so please be gentle. ;)
Secondly: I'm trying to create a closed tube from a honeycomb mesh. None of the methods I've encountered this far have produced the desired result. They were 'simple deform -> blend' and 'mesh -> transform -> warp'
What can I do?
I'm using version 4.2 LTS
Thank you!
I was just following Andrew Price's 'Blender Tutorial: Realistic Earth' video on YouTube, and I am trying to do something different to suit my application. Instead of having one sun in the middle of the earth, I want to have two to illuminate the entire sphere and not just one side. However, when I do this I get this weird black band in the middle. I was wondering if anyone knows how to fix this or if there are better ways to do this.
My goal is when viewed from top green plane is masking only the spheres like a layer based workflow mask. (Not the red box or the background plane)
Hello again people of blender, I am having difficult figuring out lighting, as any light source I add, no difference appears, any help sometime soon would be heavily appreciated, thank you all
Hi everyone, I'm currently following a Blender tutorial, but I just had a strange issue that I don't even know how to search for.
I made a corridor, added materials to each surface, and created a light emitting mesh to act as a lamp. However, when I go into render view, the right wall and the ceiling are not lit, unless I look at them from a really specific angle (i.e. from outside of the room I made). What can I do to fix this, I've been trying everything since yesterday and I can't figure it out :( I checked whether the faces are flipped - they are not. I've reapplied materials to the meshes, I added other light objects, nothing seems to be helping. I can't figure out what casts that shadow!
Here's a video:
Where are all the sculpt options that I see on the left tool options in every tutorial on YouTube? I only figured out how to push from the outside inward but not inwards out (pull). Does anyone have recommendations for a full 2D animation blender tutorial for 4.3.0? I am very bad in blender lol. Thanks!!
Navigating in Blender's graph editor can become a pain for this reason : your zooming goes in uncontrollable circles because the command is sensible to both X-axis and Y-axis. You have to actually be very precise with your mouse movement if you only want to scale the Graph Editor's view in one given axis.
I know in Maya, you can achieve this, as well as lock-panning the view in a given axis, which flow out the navigation so well.
I've searched everywhere for a shortcut, an add-on, a trick... but it seems Internet never asked for this except for this instance, about 6 years ago : Right-click select community graph editor navigation proposition
Anyone has any idea on how to fix this?
This is the problem; a bit exaggerated, but you get the idea
This is what we want; X-axis locked scaling view and...
... Y-axis locked scaling view.
Bonus thought : I don't know if it is possible, but if it was doable to bind some shortcuts to the grey bars that are beneath and on the side of the Graph Editor and are doing exactly what I am currently asking for, I guess that would solve the problem. Is it possible to bind shortcuts to these grey bars?
Basically I have the feeling that whenever i make changes in my scene they dont show up in the render, like ive changed the intensity of the light rays AND added one of top but they both dont seem to appear on the render ? Helpppppp
Is it possible to visualize a normal map on the solid viewport?
Not like the shading texture option, cause the colors of the normal map feels kinda odd for work, more like, using the solid viewport for performance to visualize the normal map applied to an object.
Disclaimer: i can see the normal map correctly on the "Material Preview" viewport, i'm just curious if it's possible.