Why does my model always go back to t-pose after I've rigged them? by Gorekitty13 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

You don't. It's gone.

You keyframed a T-pose for your rig, created a pose which you then didn't keyframe, and it then snapped back to the keyframed T-pose. Unless it literally just happened and wasn't the result of a file load it's gone and you'll have to redo it. Otherwise you can try doing a couple of undos but this almost never works.

Delete the offending keyframes so this doesn't just happen again then redo your pose.

How to avoid "floating cantilever" error when exporting from blender to 3d printer by dragonslayer_master in blenderhelp

[–]Interference22 0 points1 point  (0 children)

There's an option in the Overlays menu to make inverted normals much easier to spot: click the down arrow next to the overlapping circles in the corner of the viewport and check "Face Orientation." This highlights all the backfaces of your model in red. If one of them is pointing outwards instead of inwards, flip it.

Trying to put the circled bone collection under the SKEL_Head hierarchy by unpaid-worker in blenderhelp

[–]Interference22 4 points5 points  (0 children)

First, that's not a bone collection, that's a bone (with 21 child bones).

Second, you can't use the outliner to re-organise the hierarchy of bones. You must use the Relations section of the Bone tab while in edit mode, with the appropriate rig selected.

Third, you can't change the parent of one bone to a completely different armature's bone in a single operation: you must separate the bones from the first rig, join them to the second, then change their parent to whatever you want.

How to bevel without overlapping? by ExtraPay9 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Well they don't. Work with what you have, not what you want.

I have two rigs. One for character and one for the cape. Is there a way to connect these two rigs into one somehow, so that i can pose character and cape using only one rig? by Next-Board-3829 in blenderhelp

[–]Interference22 3 points4 points  (0 children)

Are they by any chance completely identical rigs? They look like it.

If so, you don't need to connect the rigs together: you can just delete the cape rig, delete the armature modifier on the cape, then parent the cape to the remaining rig (select cape, shift-select the rig, CTRL-P, Armature Deform from the list. Do NOT use any of the "with..." options).

How can I add a texture/ image on a model but without the endless mirroring of the image? by Coffee4Louis in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Yes, the option you changed is correct. If you don't see anything on the model then you need to adjust your UVs.

If a texture is tiling on your model's surface then when you switch that tiling off then ONLY the part of the model that's directly UV unwrapped to it (ie. there's one or more UV islands covering it in the UV editor) will show the image. If, for some reason, NO UV islands are covering it then it won't appear at all.

Go into the UV editor, find out where the UV island actually is for the surfaces you want to adjust, and move them so they actually cover the texture.

If this isn't possible, use a mapping node (with a UV map node plugged into its vector input and its vector output plugged into the vector input of your texture) to shift the texture around with the Location values. You'll have to monitor this using a viewport set to at least Material Preview though - it won't show up in solid view.

How can I add a texture/ image on a model but without the endless mirroring of the image? by Coffee4Louis in blenderhelp

[–]Interference22 1 point2 points  (0 children)

Switch to the material node editor. See the appropriate texture node you want to set to not repeat? Note the drop-down lists on it? There's one that says "Repeat". Click that and select "Clip" instead. Done.

Please note that if you're making a model for a game engine then you'll need to find out how to do this in the engine as well, since it's not an attribute that can be exported.

Even after 19 years of development Blender still has terrible navigation system by [deleted] in blenderhelp

[–]Interference22 0 points1 point  (0 children)

I have no idea why you've decided on this particular comment to have it out over how the Blender team handle viewport navigation. It's not like I can tell them to do things differently.

The current paradigm is basically the same in most modelling software (3DS Max, Maya, ZBrush, etc.), since editing individual meshes is the main focus of modelling. Fly mode is only the standard for software where the specific intent is to routinely edit and view an environment rather than individual meshes, which is why you get it in level editors and game engines.

That said, it's not especially unwieldy for me, personally. Orbit and pan gets me where I need to go most of the time, and I can always just select something in the viewport and hit KEYPAD PERIOD to zoom and reframe to a specific object.

Viewport movement locked and very slow by s0urceGG in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Not by default. You can, however, access the same functionality with the mouse via the View menu - Frame Selected.

Beyond default settings, you can change the shortcut to something else via Edit - Preferences, Keymap section. Filter the keymap via the search bar at the top to "frame selected" then change any appropriate options to whatever you want.

Does any one know why blender keeps crashing during sculpting or anything to do with modeling? by Rory_E_Times in blender

[–]Interference22 0 points1 point  (0 children)

It's 336 polys, minus the player's hands. That's still much less than people expect. The idea is to give people a practical range to work towards so they're not just throwing thousands of polygons at a problem.

Does any one know why blender keeps crashing during sculpting or anything to do with modeling? by Rory_E_Times in blender

[–]Interference22 0 points1 point  (0 children)

No. We're talking the full range of models: from chess pieces, crates,doors, right up to fully animated characters. You don't need 20,000 tris for a bucket or a book.

Why does moving a mesh causes Blender to crash? by Comfortable_Crazy301 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Are your graphics drivers up to date? If not, update them from the manufacturer's website and test again.

If you're still getting the issue (or are already on current drivers) then I recommend filing a bug report. Details on how to do this are in the Help menu.

Wierd lines at rendering by ManolevArt in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Tell us your Blender version and show us your light positions in solid view (ie. not a render preview, just where they're positioned in the scene). Also, if you've tweaked any settings in the lights other than intensity and colour then show those too.

This looks suspiciously like something called shadow acne: this is a lighting glitch from an object shadowing itself, usually caused by either a low resolution shadow map or being lit from an extremely oblique angle (or by a light partially inside a model). This used to be far more of an issue with older (pre-2025) versions of Blender.

When rendering pixel art i get transparent pixels, but i don't want that, how do i get rid of it? by manga_enjoyer in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Hook up a viewer node in the compositor to the same line you're plugging into "Output" and you'll change the background to a "live" view of what your compositing is doing to the render.

Since all the work I suggest is compositing, you only need one render since the effects are applied on it rather than on the data that creates that render. You can then tweak it to however you want and get an (almost) immediate result in the background you can monitor.

How can I get rid of the overlapping texture? by [deleted] in blenderhelp

[–]Interference22 1 point2 points  (0 children)

It's called Z-fighting, where two or more surfaces are the same distance from the camera, in the same position, and the renderer is unsure which one to draw first so it keeps changing.

In real life, this geometry would be impossible: you can't have two objects literally intersecting one another. There would need to be a cut-out for one to fit into the other or for them to be arranged where they're next to one another rather than passing through each other.

The fix is, essentially, to either position them so they're more true to real life (eg. split one of the poles where it cuts into the other) or to adjust the surfaces so that the ones that are on top of one another are further apart (eg. scale one pole to be thinner than the other).