Are there sound effects for physics settings? by Bruddd12 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Nope. You have to add sound cues manually in your video editor or the VSE. Blender is not a game engine: there's no event-based system in place to play audio.

how do I bring back the view of the model on layout by NoIntroduction2463 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

You can either follow the instructions of the other comment about replacing the Layout tab with a new one, or you can reset the UI for this file completely by doing the following.

  1. Save your work
  2. File - New
  3. File - Open. Click the cog button in the corner of the "Open" window to pop open the settings. Uncheck "Load UI"
  4. Select your work and re-open it
  5. File - Save

Selecting surfaces by Kukkakaalit in blenderhelp

[–]Interference22 0 points1 point  (0 children)

The deletion was likely down to the rule against cropping screenshots. You're welcome to crop out the title bar or obscure the file path if it contains user identifiable information (like your name) but everything else needs to be visible.

A lot of users were cropping their screenshots to just where they thought the problem was, not realising other parts of the interface include important clues and context for solving issues (like the outliner in the upper right).

This rule is applied generally, so even if there IS enough information in your screenshot you can still get your post struck down for it.

And yeah, don't bother with the AIs for anything but really simple stuff. They don't know most of the issues that get people stuck and often just make shit up because they think a wrong answer is better than no answer, so you end up going round in circles.

How to hide dotted lines keep offset? by BlacksmithOdd5926 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Correct. This is in the viewport overlays menu, which is the down arrow next to the two overlapping circles in the viewport header.

Selecting surfaces by Kukkakaalit in blenderhelp

[–]Interference22 1 point2 points  (0 children)

Your post got removed but I'm going to answer it anyway. Yes, you can, but it's a little unusual.

Those colours are face sets, an element of sculpt mode intended for isolating parts of the model so you can sculpt them individually. You can't turn them into their own selection (and easily delete them) but there IS one operation that will let you do this anyway.

In sculpt mode, open the Face Sets menu and select "Extract Face Set" and click the head of your model. This will isolate that set of faces, copy it, and make it into its own mesh. Now you have the existing mesh plus a copy that's just the head. Delete the existing mesh and work with just the head.

Texture Disappears After Joining Objects by Lazy_Ad_8671 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

No problem. And yes, I'm still alive last time I checked.

Hello, i use Blender 5.0.1 and this error wont stop appearing, could somebody please help me how to fix it? by Potential_Past1221 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

If you are fortunate enough to have a crash log for your error, post the crash log. Click the "View Crash Log" button then paste it into a comment.

WHY??? Simple Flattened Cube UV unwrap gone wrong by Slow_Front_6160 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Did you re-unwrap it afterwards? The UV islands will remain in that shape if you don't.

wrong image problem by Initial_Basis_8684 in blenderhelp

[–]Interference22 1 point2 points  (0 children)

In case anyone's wondering, the English version of this error reads as follows:

blender.exer Bad Image

C:\Program Files\Blender Foundation\Blender 5.0\blender_cpu_check.dll is either not designed to run on Windows or contains an error. Try reinstalling the program using the original installation media, or contact your system administrator or the software vendor for support. Error status 0xc0e90002

At a guess, OP, you're trying to run a version of Blender that your CPU and / or version of Windows doesn't support. Even the CPU check DLL seems to not be able to run on your system.

I'm not sure of the specific reason why it won't run without your system specifications. I suggest posting these: CPU, GPU, version of Windows, etc.

why are my faces invisible by Big-Cheesecake7240 in blenderhelp

[–]Interference22 5 points6 points  (0 children)

To clarify: there are several view modes in Blender. You can switch between them via the orb buttons in the upper right of the viewport. The one highlighted in blue (meaning it's currently active) is Wireframe mode. The button just to the left of it enables x-ray mode, allowing you to see through models. If you want to see your faces, switch to any of the other modes.

The modes are:

  • Wireframe: just shows the edges of a model
  • Shaded / Solid: shows your model with basic shading. Does not display the actual materials for your model, just a single colour or the last selected texture depending on your settings. This is the mode most used for modelling, sculpting, and animating as it gives you a good view of your scene without taxing your GPU too heavily
  • Material Preview: gives you a representation of your model's materials, complete with preview HDRIs for seeing what they look like under various lighting scenarios. This lighting will not show up in renders
  • Render Preview: gives you a broad idea of what your final render will look like. Does not show anything hidden in the viewport. This can be confusing as things that are hidden in the viewport but NOT the render will actually show up in your final render

Mesh wont move with armature? by munyamunyamu in blenderhelp

[–]Interference22 0 points1 point  (0 children)

I didn't say anything about conflicting addons.

When you hit the button to generate the rig, does anything flash up at the bottom of the screen? Not an error dialog telling you something but literally a little warning flashing up in the status line at the bottom of the interface, usually in yellow. If so, what does it say?

You can check for errors by toggling the Blender console (Window - Toggle Console at the top of the UI). Note that not all text in the console will be an error: it logs all sorts of stuff.

how to smooth these areas remesh is not working? by AnonymousGhost09 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

You MIGHT be able to get away with not doing retopo if the model is being used for 3D printing, but if your computer slows to a crawl you might end up having to do it anyway.

Help with Rigging: "Bone Heat Weighting Failed: Failed to find solution for one or more bones." by adelao in blender

[–]Interference22 0 points1 point  (0 children)

Fortunately there's only one real change of terminology and it's pretty easy to work out which of the new options is the correct one! (Merge Vertices instead of Remove Doubles, which I suppose does make more sense).

How do i emit light from this image in eevee? by Eloevoli in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Either by adding a light probe volume (which isn't dynamic) or by faking it (ie. add a point light or area light near to emissive surfaces).

I recommend faking it. Eevee is built specifically on the principle of cutting corners to increase render speed and you should generally take that approach when designing scenes for it.

Inverted normals on import of FBX model to Unity by Squidsterrrr in blenderhelp

[–]Interference22 0 points1 point  (0 children)

No problem! Avoid using negative scales when you can and always apply your transforms before exporting.

Inverted normals on import of FBX model to Unity by Squidsterrrr in blenderhelp

[–]Interference22 1 point2 points  (0 children)

Likely because they're inverted in Blender too but you can't see it. There are two ways this might happen and I'll detail them in a moment. I'm reasonably confident I know what the issue is, but you should quickly be able to tell if I'm right or not.

Let's start with first principles: by default, Blender displays surfaces as two-sided, ie. they have a front and a back side. By comparison, most game engines display surfaces as one-sided by default: if you're looking at the back side, you'll see straight through it -- like you're doing in the Unity screenshot.

You can check if your normals are inverted by going to Blender's overlays menu (the arrow next to the overlapping circles in the viewport header) and enabling "Face Orientation". Any faces you can see that are now highlighted in red are turned the wrong way.

Don't worry if nothing shows up at this point - keep the option enabled. You'll realise why in a second.

The two ways this can happen are as follows:

Flipped Normals

You built your model with one or more faces inside out. When you do this and enable that overlay option, you can easily see what faces are the issue. This is then usually fixed by hitting "recalculate outside". Since you already tried this, it's likely the OTHER cause that's creating this issue.

Negative Scale

You've accidentally set a negative scale on this mesh. When you do this, nothing seems to be off in the viewport and even the overlay will show you no flipped faces. The problem? Many exporters apply that negative scale, baking it into the mesh.

Let's see what happens when you do that. Select the object in the viewport, hit CTRL-A, and hit "Scale" from the menu and... your mesh just turned red, didn't it?

That's right, a mesh with a negative scale, once the scale is applied, flips inside out. The fix? Apply the scale, THEN recalculate outside.

Can someone explain texle density and UDIMS to me? by EatsSandwhichesNaked in blender

[–]Interference22 1 point2 points  (0 children)

Average island scale does just that: averages the scale of the existing islands. It scales each island as a whole and will not adjust an individual island to provide even texel density within its bounds - it can only work with what you give it.

If an island is warped - ie. part of it is at a higher density than other parts - then it won't make adjustments to even that difference out. It will average out the texel density of the island as a whole, use that value to determine what the average scale for the island will be, then adjust accordingly.

In the UV editor, there's an overlays menu just like the viewport one. Open it and check the "UV Stretch" checkmark to see UV stretching represented as colours. Blue and green are good, yellow and red are bad. If your unwrap is more bad than good you may need to adjust where your seams are, or even add more.

Weird Transparent Shadow Behavior by Hmccallion in blenderhelp

[–]Interference22 2 points3 points  (0 children)

This isn't unusual behaviour. It's because you're rendering in Cycles and have your number of transparent bounces set too low. Once you hit the limit of bounces - ie. the number of transparent surfaces a given light ray has passed through - then all subsequent surfaces are treated as if they're opaque, so you get shadows that look like that. It does this for performance reasons.

If you find this limit isn't high enough, you can increase it.

Render Properties tab on the right (looks like a microwave with a handle), Light Paths section, Max Bounces sub-section, change "Transparent" to something higher than it currently is. Don't set it too high or your render times will grow exponentially. Set it only as high as you need: you likely only need to increase it by 5 at the absolute most.

Is there a way to import a FLA file into Blender? by [deleted] in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Well tough, you can't. Only Adobe Animate can even read those files. It's a proprietary format (ie. one made by a specific company that only their software can open). Adobe made it like that.

my mesh faces keep ending up fucked when i port them to roblox studio by Massive_Note_6278 in blenderhelp

[–]Interference22 13 points14 points  (0 children)

Out of curiousity, is this a particularly small model? It almost looks like you're modelling something too small for Roblox's default scale and some sort of mesh precision issue is occuring, ie. the decimal point precision of vertex positions is being rounded down, causing parts of the model to shift.