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A mesh is a collection of vertices (points in 3D space), edges (lines connecting two vertices), and faces (polygons formed by three or more edges, typically triangles or quads). Meshes are the most commonly used object type in Blender and serve as the basis for 3D modeling, animation, and rendering. They are versatile and can represent a wide range of objects and surfaces by manipulating their geometry.
4
votes
Procedurally weight a mesh based on the face angles of an animated mesh
Add a frame-change-post handler.
this handler must update the scene - scene.update() so the data it deals with is valid before you start to operate on it.
get the final calculated mesh and inspect its … normals.
modify the original meshes vertex groups how you like.
throw away the copy of the mesh, only generated to inspect normals.
tag the mesh to be updated mesh.update_tag()
and run scene.update() again …
3
votes
The best way to do twist-like bridge?
This is possible to do without any addons or modifiers,
Add a shape key
Go into editmode
Rotate one of the loops, say ~30deg
Execute the Bridge Tool
Remove the shape key.
now the bridge will be tw …
9
votes
Accepted
The best way to do twist-like bridge?
Added twist offset option to the bridge tool r58609 (will be available in 2.69 or any recent build).
4
votes
How to split/slice a polygon without subdivide?
Mesh -> Vertices -> Connect (menu)
JKey (shortcut)
While the knife can be used for this purpose too, for quick cuts this is faster.
This also works... …
2
votes
Accepted
Smoothing across multiple objects
Yes, this can be done.
keep a single whole object(this is the reference for correct normals).
enable auto-smooth on all broken parts(needed for custom normals to show).
using the Normal Edit modifie …
5
votes
Accepted
How to unwrap grid-topology mesh without stretches?
Create a mesh out of flat surfaces and project each surface separately,see: Smart Project which automates this. … Unfold the mesh into UV-space (think of unfolding a paper-model), See the addon referenced here.Note that unfolding may only be of limited use for UV-mapping since it tends to create a lot of seams and …
5
votes
How do I do a clean boolean?
In your case, it looks like the large ngon is tessellated (which in this case blender internally converts into skinny triangles before running the boolean function).
So for better results you could m …
4
votes
Subdivide and separate face into different meshes
Heres a script (commands copied from executing them - macro style), you can run this in the python console or text editor.
# select the face in edit-mode and run
import bpy
bpy.ops.mesh.subdivide(num …
3
votes
Fixing a messy boolean operation
In the case where the geometry is valid but there are too many redundant cuts in the mesh, Limited Dissolve works well.
Select all, go to: Mesh -> Delete ->Limited Dissolve. …
8
votes
Troubleshooting Blender's Memory Use (Memory Statistics)
To fully investigate the problem you may need debugging tools (debug builds etc), but as a user, here are some things you can do.
The first thing to check on is Blenders memory statistics in the top …
1
vote
Accepted
Show length for surrounding edges as well
While transforming the lengths of connected edges will show.
But there is no way to make them display at all times.
2
votes
How do I fix this triangulation issue?
If you don't want vertex normals to blend you can use sharp edges or enable auto-smooth in the mesh normals panel (which works in the view-port with version 2.71). …
14
votes
How do I remove all loose edges?
Select the menu item Mesh -> Cleanup -> Delete Loose, options for verts/edges/faces.
Blender 2.70 and later. …
5
votes
Accepted
How to use the result of a modifier stack to create a new object?
You can do this by converting everything to a mesh.
Object -> Convert -> To Mesh
In the operator options you may want to enable Keep Original (so as not to replace the existing objects). …
27
votes
Accepted
What's the best way to deal with zero-area faces that break normals
First select all faces (typically selecting the entire mesh is fine).
Access this menu item from the 3D View: Mesh -> Cleanup -> Degenerate Dissolve to remove zero area faces, zero length edges. …