I hope this question is clear enough. I am trying to create a 3D model of a tesselated origami model. What I want to do is translate a vertex and have the surrounding vertices translate such that edges connecting them to the translated vertex keep their original length.

Here is an image of the origami model:

Origami Model

Here is an image of the 3D model of the flat tesselated pattern:

3D Model

I hope you can see here that I would like to translate the centre points of the concave hexagons (the vertices currently selected) and have the connected edges keep their length as if it was made of a rigid material.

  • $\begingroup$ I'm confused as to what you're trying to do. $\endgroup$ – TheMinecraftMan757 Jan 25 '15 at 22:24
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    $\begingroup$ I think is is the same as this question (blender.stackexchange.com/q/18601/822) except for edges instead of faces. $\endgroup$ – ajwood Jan 25 '15 at 22:29
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    $\begingroup$ Currerntly, I don't think there is any easy-and-accurate way to do so. For the specific case, manual adjustment can be acceptable, and almost unnoticable. $\endgroup$ – Leon Cheung Jan 26 '15 at 6:22
  • $\begingroup$ Don't have too much time to experiment on it, but have you tried with bones, inverse kinematics and such ? $\endgroup$ – ChameleonScales Dec 8 '16 at 19:43

For the specific case, You may consider using cloth simulation to preserve the edge length:

Step 1 to 3: Create Unit; mirror + arrays; Apply modifiers + coloring for convenience. (For existing model, you can ignore above)

Step 4: Select all poked vertices, CtrlG to add to a new vertex group, then CtrlH) to add a hook.

Step 5: Add Cloth simulator. use the vertex group as pins.

Step 6: Scale the hook while simulating (playing animation). Then AltC - 2 to convert the result. Finally, delete all unwanted faces.

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Example file

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  • $\begingroup$ Thank you for your detailed answer. Trying to get my head around this now. $\endgroup$ – noise256 Jan 26 '15 at 21:36
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    $\begingroup$ OK. I understand the principle here. I'll continue to see if I can get the result I want and post back here. $\endgroup$ – noise256 Jan 26 '15 at 22:11

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