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2

Faces cannot have holes in them in blender like they can in sketchup. This is because blender is closer to the hard coding of 3-D graphics.


2

The answer is to select "move Bounding Box to Center". I had it on "Active Element".


1

The yellow detail looks like where real life beveling cut away real life paint, and thankfully the bevel modifier in blender allows you to change the material for what it bevels. However, you might have to undo some of the beveling you’ve already done. If that isn’t practical for you, I would use Select Edge Loops to select the appropriate faces, and then ...


0

I don't think this is possible in standard Blender or any add-on I know of. Writing such a script could certainly be done. A useful workaround might be to put the faces in top and bottom areas into a Face Map. Select the edge loop, then click Deselect for the Face Map. You can select the top and bottom areas easily by selecting one face from both, pressing ...


0

Hardops nowadays has Accushape for this exact purpose. I also really like MeasureIt Tools and CAD Transform addons for any precise modeling. This video below demonstrates using Accushape and MeasureIt Tools for the task in the question.


4

I would just add to @Alexandre's (perfectly good) answer.. If you have closely fitting parts, make them from the same mesh. The outlines should be duplicates of one another, if at all possible. That may set you a topology puzzle, reducing the detail of the perforated plate towards the outside, but at least the area in which you have to do that is flat, and ...


6

You need more edges around the ring (in other words, the object needs more "resolution" - not in terms of pixels of course, but in terms of edges), so one option is to use the subdivision modifier. If you use the subdivision modifier make sure to use Supporting Edge Loops around the ring to keep the edge 'sharp' and in place. If you already have ...


0

Go to Edit > Preferences > Input and turn off Emulate 3 Button Mouse.


1

What you need to do is merge the 2 edges. To accomplish this: Press Tab to enter edit mode, then 1 to switch to vertex select. Now, click one of the vertices of the side you want to join, then holding Shift, press the adjacent vertex of the other wall. This will select both vertices. Now, to merge the vertices, press M and choose the option that best suits ...


0

You need to make the edge loop of the handle a face. In the tutorial, he grabs the two faces and then bridges the edge loops. Your model does not have a face at the end of the teacup handle. You can fix this by selecting the four edges at the end of the handle (alt-click to select the loop), and press F to create a face. Then, go into face select mode and ...


7

You need to enable the Bool Tool add-on beforehand to get this shortcut. It's shipped for free with Blender. Go to Options > Preferences > Add-ons and look for Bool Tool in the list or type it in the search bar in the top right, then enable the checkbox. If I may, as a general advice you should train yourself with the basic features of Blender before ...


5

as you can see in the video: he is using the BTool. So you first have to check on the add-on in your preferences: and check the hotkeys for that. Test: CTRL-SHIFT-minus CTRL-Minus


-1

Go to Edit Preferences > Input Under Emulate 3 button mouse uncheck the box.


2

I'd use a knife tool, though you need to create a face for it to work, and then remove created edges... Select edges, F to create a face, K for knife tool, click on one vertex, move up, C for constrained angle, click, ENTER to confirm cut, 2 for edge selection mode, select edges, X remove them... Quite a lot of operations if you don't have a face and don't ...


3

You can edge slide a single vertex. Select it and type GG and then move it: But if the sloped line has endpoints that have the same x coordinates as the bottom line, there's another way: Subdivide the top line into the same number of segments as the bottom line: Each new vertex in the sloped line has the same X coordinate as the corresponding vertex of ...


6

There's a menu item for this: Header > Select > Select Loops > Select Boundary Loop. Candidate for a shortcut, if you use it a lot.


5

I don't think it would be possible to implement a general Extrude operator that would work the way you want. If there were more than 2 edges to be brought out, they might contradict one another. Here's one way of using the shipped 'TinyCAD' add-on as an alternative to @Marty Fout's answers ... There are others, and this solution is certainly no better than ...


8

The trick is to use some supporting geometry. Rather than extruding, add a face and use the knife tool to make an additional edge: If you use 'c' with the knife tool you'll get a perpendicular edge. Now loop slide your new edge with 'C': If you don't want to add and then remove faces, you can select the two edges that are adjacent to the edge you want to ...


5

Shift G, select similar, direction.


1

From the pictures you've provided, it appears that you do not have the same number of vertical spans for the head mesh and the neck mesh. They will need to be the same before they can be properly joined. You won't want to count them manually, so just select each of the edge loops in Edit Mode individually, and then look to the bottom right of the screen to ...


0

Alternatively you can press C during the bevel operation to toggle between clipping or not clipping to prevent overlaps. I use this with Ctrl + B shortcut for the bevel tool for a speedy workflow.


2

Following on from Chris's answer which he got the same result in a different way using the distance option in the "Find close points" node. I used the amount option in that node instead. Here is my node tree, Here are the blend files for both Chris and my nodes for comparison. Chris's Mine


1

Not sure this is what you looking for. Here elements are sorted based on x, you can change that to distances.


4

Here is the node tree: The tricky part for me was the "recursion" which AN does with this reassign parameter. and here is the result in action: https://youtu.be/9Fdx1kxaJgE


3

Make 2 loop cuts on the vertical shaft (Ctrl+R), bring them close to the vertices of the horizontal shaft (as Julian points out in the comments, once you accept the position of a loop cut, you can still readjust by pressing G twice), when the vertices of the two shafts are nearly touching each other (green lines on the image), select all 8 vertices (you can ...


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