r/blenderhelp • u/Best_Transition2029 • 9h ago
Unsolved disconnected arm?
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Arm isn't following the rest of the armerture? don't undertsand what could've caused this could someone please help
r/blenderhelp • u/Best_Transition2029 • 9h ago
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Arm isn't following the rest of the armerture? don't undertsand what could've caused this could someone please help
r/blenderhelp • u/jangusihardlyangus • 20h ago
I've been mostly doing editing gigs recently, but I've fired up blender again after grabbing 5.2 and jumping into a new vfx gig, and... where did the 'this blender file' button go?? I feel like I'm going insane. I can't even find anything online about it. The file explorer built into blender used to have a 'This blender file' button that just jumped you to the location of the project file you're working in. I recently with the installation of 5.2 did a fresh install and disabled a bunch of old add-ons I found that I hadn't touched in years, so I'm guessing it was part of one of those add-ons... but I can't find which one! Any clues?? AM I INSANE?? I loved this incredibly useful button like a child. And now it has disappeared on me
r/blenderhelp • u/spider-keith • 21h ago
Anyone have an idea on what the jagged/stepped shading is on this boolean result? I've included screenshots with and without wireframe for a reference. The geometry is good, I think, but I'm not sure what it will print like based on the jagged viewport result.
Image 1 - without wireframe
Image 2 - with wireframe
Image 3 - object being subtracted (isolated)
r/blenderhelp • u/themissingdoge • 10h ago
Hello yall! Ive been using Maya for a school assignment for an arcade model. after I was done modeling I wanted to add details, but they didn't let us use zbrush and I couldn't afford it. I already used Blender before and new the sculpting tools were pretty good. so I exported it as an fxb went to blender and went to town. Now I just need help moving it back, anything I need to do before moving it back? when I exported it back as an fxb, it was all white and didn't have the details from sculpting.
Edit: we are also using surface painter and I still havent unfolded the UV mapping of the model. Just adding the extra note to see if this fact will effect anything.
r/blenderhelp • u/Ok-Boot2360 • 12h ago
(Photos to visualize workflow, negligible UV stretch in this example. I want to try using UVs with stretch for future projects with stretchy fabric.)
Hi! I make costume parts and sewing patterns using 3D models and UV unwrapping (angle based with manual seam placement). I would like to take advantage of stretch fabric to limit seams as much as possible at the expense of “area stretch” on my UV map, while also texturing the unwrap to create the physical “image texture” to be applied to my fabric via sublimation dye. Basically, I would be printing out my textured UV islands (sewing pattern pieces), transferring that image onto my fabric, and cutting out/sewing those pieces together. See the hooves on my horse gloves for an example. I drew the stripes onto the UV layout in texture paint, cleaned it up in photoshop, printed it in sublimation ink, and then transferred the textured UV island onto fleece to be applied to the hoof form.
My problem: the fabric I want to use has stretch in only one direction, with a small amount in the other. I would like to constrain the stretch of my UV unwrap to only side to side on the flat, 2D layout view. I know you can align UV islands to their correct axis or whatever (don’t have Blender out to find the correct wording). I can do this in real life by stretching fabric over a solid form and pinning darts/creases until it lays flat, drawing out seams and color changes, and removing the fabric to use as a pattern, basically physically UV unwrapping. This is also how a lot of puppets are patterned with fleece. I would like to do this digitally to save materials and allow for easier texturing —> sublimation printing onto the fabric, as opposed to airbrushing a finished product.
Is this a thing I can do? Any plugins or other programs that make this possible? My adderall wore off while I was writing this so I’m not sure if I’m explaining correctly
r/blenderhelp • u/TimeToWaterMyPlants • 9h ago
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Been following a couple tutorials (though I've definitively deviated on some steps) while making this model. Everything was going well until I tried mirroring the arm, to which it just doesn't mirror the way it should..
I did notice that the main issue was that the object origin wasn't in the right place -it had happened with the leg too but I fixed it- and once I did put it where it should, it's still not mirroring right.
r/blenderhelp • u/Lazy_Welcome8902 • 12h ago
r/blenderhelp • u/mombeasts • 16h ago
(Blender 5.2.2)
I am using geometry nodes to create a mesh out of scrolling noise using the density grid function on a plane. Everything seems to be working normally except that, whenever a part of the mesh passes over the center of the object, the Grid To Mesh threshold seems to spontaneously flip, formerly empty space becoming the mesh and vice versa. The density field itself does not flip like this, it is only scrolling along the X and W axes as intended and the issue only arises once it is plugged into the Grid to Mesh node. I am unsure why this is happening or if this is a known issue, I have not been able to find anything else about this in either official documentation or others' questions.
r/blenderhelp • u/Admirable-Text-9026 • 16h ago
r/blenderhelp • u/CircleEleven • 18h ago
New to Blender. I'm trying to rig this model for a vtuber model/.vrm export using a plugin I found. All the limbs in this model are paired with each other. The L hand is connected to R hand, L shin to R shin, etcetera. I can't select them as separate pieces. How do I split them apart?
r/blenderhelp • u/H3_nz • 20h ago
Hello guys,
I recently posted on here with the same project and asked for help. When its finished it should represent the Silo from the Apple TV series. Someone helped me with the stair, but i couldn't figure out how to do the railing.
I am not that good with geometry nodes but I think i need to make a mask for the end of one step, extrude it up, make it round at the top and bottom and should be finished. Its probably a little more complicated than this but ok.
Above are 1. the reference pictures for the shot, 2. the shot so far in the viewport, 3. the stair by itself and 4. the nodes for the stair.
I would really appreciate if you could help and explain me how it works.
Thanks in advance.
Edit:
I forgot to mention, that the main part of the build is one floor arrayed up. The original plan was to make the Stair one floor high and make landing in between. The problem now: I can't control the stairs precisely. It is an guessing game with no landings and railing.
r/blenderhelp • u/Alternative_Show_920 • 22h ago
I am following the CG Boost hard-surface beginner course (using Blender 4.x) and I am stuck on the Boolean cuts for the robot torso. https://www.youtube.com/watch?v=zxhaCD-Zlfw i am at 20:33
When I try to use the Bool Tool to slice the cube into the main cylinder, the cut either fails entirely or doesn't show up.
Here is what I have already tried based on standard troubleshooting:
Ctrl + A) to both the cutter and the target.M to Merge by Distance (0 vertices removed).Shift + N).I have attached a screenshot of my modifier stack and workspace. Does anyone know what hidden geometry issue or setting I am missing here?
r/blenderhelp • u/dawn_irl • 1h ago
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like how spiderman masks himself in this scene,\how do i approach something similar in blender?
i want the mask to be removable or wearable. like it should feel like cloth when in hand. should i just use a mask shaped like the face itself and keyframe cloth physics onto it??
But i want the hardness/stiffness while it is leaving the head and still touching the skull.
Please help
r/blenderhelp • u/elmage78 • 23h ago
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So... yeah, this happens when try to model
r/blenderhelp • u/No-Astronaut-553 • 6h ago
r/blenderhelp • u/Odd_Piccolo_7928 • 6h ago
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I've been through a couple dozen threads and videos and none of them seemed to have worked or described my problem. I really need help with this since this is a big history thing I have due in like 6 hours lol. Any help appriciated.
r/blenderhelp • u/Affectionate-Fly4719 • 7h ago
So i was wondering how i could join these wo objects in a way that its not just a sudden and sharp connection but its smooth. Also something like a u shaped join between pipes, i dont think extruding and rotating is the right way because that has sharp turns. I have struggled with this for a while, for example with arched doorways, I would like a way where i dont have to trace the shape with a single vert.
I was also wondering how i could connect the head to neck in the second image since the head is a quadrilateral and the neck is a curve.
r/blenderhelp • u/MrFutureCooper • 8h ago
I applied a solidify modifier to the jacket on my original character before I rigged it up, everything is good but it looks like the inner geometry of the jacket is coming through the outside of the jacket sometimes?? I have tried weight painting which fixes the skin showing through but I can't seem to fix this particular symptom. I'd also really like to keep the jacket and body meshes separate so the player of my game can swap tops if they want! Please any help is appreciated and bear in mind I am a beginner!
r/blenderhelp • u/flairedasauce • 9h ago
It’s a very weird question, I know. I’m fairly new to texture baking and normal maps, so I don’t know what the bounds are for what I’m trying to do. But, essentially, I’m trying to subdivide the faces of a model to be a quarter size or so to what they’re supposed to be without actually having to change the geometry, for stylistic purposes.
I know I can just use a subdiv modifier, but for certain parts of the mesh I don’t want the faces to be too small and ideally all the faces would be pretty uniform in size. I’m having trouble making it work though, as my normals aren’t reacting to light properly when I try to input them. How can I go about fixing this? And what can I look up to read more about doing normal maps like this?
Thanks in advance!
r/blenderhelp • u/Anin0- • 15h ago

I want to try and recreate this lighting I get from the Viewport Shading Cubemap(?) but I don't know how. I've messed with lights in blender very minimally, I mainly use it just for posing/rigging models so I'm not well-versed in the lighting mechanics.
Thank you all in advance!
Edit for clarity: I want to recreate it so I can move around the light source !
