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I asked how to fill a volumn area with a hexagon. over here: Fill the volume area of one mesh with another mesh

This was marked as a duplicate, and pointed to a solution. https://blender.stackexchange.com/a/80721/39530 I edited my question to reflect the original solution didn't work for me.

Proposed solution doesn't work for a hexagon. The rigidbodies never settle in the animation.

rigidbodies

So I am asking again as the edited question that it is marked as duplicate isn't being viewed.

I would like to know if it is possible to fill a mesh, using it as a bounds area to then fill it entirely with a polygon(the shape) mesh.

The idea is I’ve blocked out a level design. But i want my level to be all hexagons(the shape) just like Vavle’s the lab archery level.

vr lab archery

I have made various block sections of the level and now want to make it look like the section is made up of multiple individual hexagon meshes. So I want them all touching but would still like to modify them individually. For example I am wanting to add details to the outside hexagon meshes.

So if the rigidbody doesn't work, is there a rubber stamp solution? I would make a group of hexagons stamp them in a area. I would want each mesh to snap edges to a its neighbor if it's the same type of object.

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  • $\begingroup$ Try adding a particle emitter. Start and end set to 1. Render: Object and select your hexagon. Emit from Volume: Grid: Hexagonal Grid. Then under the Modifiers tab Convert to make particles real. You may have to fiddle with the Emitter resolution and Render Object Size, but a quick test showed it was possible. $\endgroup$ – rob Oct 1 '18 at 14:03
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How to use the particle emitter to create hexagonal fills.

Create a Cylinder with 6 sides as your Hexagon and define a Plane as the level shape. (I did try this with a 3D mesh but it is a bit more tricky to get everything lined up). enter image description here

Add an Emitter and set the Object to be your Cylinder and the size to 0.5 enter image description here

Set the Emitter End to 1(so everything is done in frame 1) the Emit From to Faces and Grid, then you can check the box Hexagonal Grid. The Resolution needs to be tweaked here to get the fit of hexagons correct.

enter image description here

Then on the Modifiers panel click Convert to make the particles real. enter image description here

and you can delete the original Plane and source Cylinder and manipulate the individual Cylinders.

enter image description here

enter image description here

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  • $\begingroup$ One thing that I can't figure out. How to then select only a handful cylinders and modify them? in edit mode I can edit all but not only 1 (or selected a few) in object mode I can select a handful but only the 1st item is modified. I'm trying to scale in this case. I have hit convert, is there something else to make them behave like a normal mesh not created by the emmitter. $\endgroup$ – mushcraft Oct 5 '18 at 12:15
  • $\begingroup$ I am not following you. 2.8 will have multiple Mesh edit blendernation.com/2018/05/04/… is that what you mean? $\endgroup$ – rob Oct 5 '18 at 12:27
  • $\begingroup$ I guess its not supported? I thought I could select multiple objects, hit S to scale and all selected objects scale at the same time. This worked in edit mode, but it was all hexagon and I couldn't limit my selection to say 8 and just scale those 8 selected. $\endgroup$ – mushcraft Oct 5 '18 at 15:26
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    $\begingroup$ in Object mode you can select n objects and then scale only those selected, make sure you have the origin set to Individual Origins. $\endgroup$ – rob Oct 5 '18 at 15:35

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