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So I just started working with Blender 2.6 and the two books I have don't really discuss how to modify objects other than "here's edit mode..."

What I have is two cylinders with one slightly smaller than the other and protruding out of the larger one. I need to "fillet" from the larger cylinder to the smaller one. I decided to create a cone with the same diameter as the larger cylinder which then protrudes through the smaller one giving the illusion that the larger cylinder is reducing to the size of the smaller one. Of course the problem is that the cone continues through and extends beyond the smaller cylinder. My thought was to just cut a section off of the cone that lies inside the smaller cylinder. Unfortunately my two books don't really cover doing anything like that. So any suggestions would be greatly appreciated!

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Use vertex bevel in edit mode.

To do that:

  1. Press Tab to enter edit mode.

  2. Right click the top vertex to select it.

  3. Use vertex bevel (ShiftCtrlB) and use your mouse to adjust the bevel amount:

    enter image description here

  4. Press Tab to exit edit mode.

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  • $\begingroup$ Okdoke, that worked really well. Had to play around a little to figure out exactly what you were doing but now that I know it's easy enough to do. Thanx! $\endgroup$ – user1572 Nov 10 '13 at 0:32
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There are more than ten ways of doing this. Since you just want to make fillet in-between, you may also consider this way:

  1. Select the two loops you want to connect;
  2. W > Bridge Edge Loops;

enter image description here

PS: In this case, the two cylinders have to first be become a single mesh, if not yet (J to join them).

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it's probably best to do this with normal modeling:

  1. Add a cylinder ShiftA> Add > Mesh > Cylinder

  2. Switch to Edit mode (Tab)

  3. Select the top part of the cylinder with AltRMB or B> Box select:

    enter image description here

  4. Scale it down S:

    enter image description here

enter image description here

Or, if you want all three sections to be part of one object:

  1. Add a circle:

    enter image description here

  2. Extrude (E) upwards:

    enter image description here

  3. Extrude inwards:

    enter image description here

  4. Extrude upwards again:

    enter image description here

  5. Select the second edgeloop from the top and move it up on the Z axis (GZ):

    enter image description here

However, if you actually want to slice the cone apart, you can use the Bisect tool or a Boolean modifier.

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  • $\begingroup$ In the first example you selected the top of the cylinder using a box select. For some reason I can't seem to do a box select on a cylinder. I can do it on a plane and a cube but not a cylinder. Any idea why? A lot of projects I'm interested in doing will revolve around cylinders - thanx! $\endgroup$ – user1572 Nov 10 '13 at 0:34
  • $\begingroup$ @user1572 What happens when you try? You can also select the top edge loop with Alt+RMB. $\endgroup$ – gandalf3 Nov 10 '13 at 1:42
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For your specific problem, modeling as described above is probably the best solution. However, there is some nice new functionality in Blender which should not be kept secret...

Blender has just gotten a "Slice the top" function. It's called "Bisect".

In edit mode (Tab) do the following:

  1. Select all faces with A
  2. Press Space> Search and enter "Bisect" in the search field that appears, or press the Bisect button in 3D view > Tool shelf.
  3. Draw the bisection line.

  4. In the tool side panel (the left one in the 3D view, which you can toggle via T), check "Fill" and "Clear Inner" (or "clear outer"), and you have cut a slice away.

The tool options for bisect

For better precision, enter numerical values (for example Plane Normal xyz = 0.0, 0.0, 1.0 will give you a horizontal cutting plane.)

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