New answers tagged

1

An iterative version Each line is commented below but ask in comment if anything is unclear. import bpy from collections import defaultdict # Get edge vertex that is not inside the vert_indices def other_vert(e, vert_indices): return e.vertices[1] if e.vertices[0] in vert_indices else e.vertices[0] def islands(edges): # Will store vertex index to ...


2

Recursively walk the selection. Similarly to the method employed here How to find the number of loose parts with Blender's Python API? Take one edge of the selection, tag it as "visited" then recursively do same with its connected edges until no more. This will be an "island". Remove the island from the selection, and return to 1. ...


2

There is no secret magic way to do this. You need join the parts to a single mesh by merging or connecting vertices, filling gaps with faces and other modelling techniques. If you go to edit mode, select some vertices and hit m you will get the most useful Merge menu: For this mesh merging by distance is not going to work, because the vertices that you need ...


0

This sounds like the parts in the game model aren't connected to start with (common for game models). Looking at what you have, I might try recreating the geometry using the "remesh" modifier, but this will destory materials, UV (texture) maps, etc. You are right in thinking that one edge cannot also be two edges on an adjacent face, and you can ...


4

You have 2 ways: Converting your letters to mesh and working the topology so that it works fine when you bevel, but in your case it's more a matter of how your topology is than a problem of tris and ngons. Here I've made a X > Limited Dissolve and tried a bevel, then create new edges where I saw that the bevel failed: Or keeping your letter vectorial and ...


0

Press append, look the scene up and append it, that will append everything into a new scene. Before you do anything open a blender file tab, you delete the necessary objects from there. Save the file and then switch from scene and hope it does not crash again


1

Something like that generates Sun light. You can try to get rid of by Shadow - Cascade Shadow Map - Max Distance, but seems to be a tricky solution. This effect is such visible when Lamp light is switched to Sun where Strenght of light is too high (1000). Lower value to 3 is ussually fine in most cases. Edit Later I noticed - light still penetrates the ...


2

To make it a smooth circle, first go into user preferences and enable an add-on called "Loop Tools" (search "loop" in the search box). Select the edge you want to "straighten" into a circle, right click and select Loop Tools > Circle. This should leave you with a clean circular edge.


-1

Follow these steps: Select the circle (or Mesh) which you want to make round. Go to modifiers tab, Apply Subdivision modifier to the mesh. (You can increase subdivision counts according your needs. Increasing Count To higher value than 2, Cause blender respond slower)(Recommended=2) You will get the more round circle but it will increase vertices count.. ...


1

You have edges going across faces. Remove the edges that go across these faces by selecting them, pressing x and selecting delete edges. Next select the vertices that were left behind and press j key to join these vertices The end result is quite good.


0

You should use Connect Vertex Path J, which split the existing face. https://docs.blender.org/manual/en/latest/modeling/meshes/editing/vertex/connect_vertex_path.html Instead of New Edge/Face from Vertices F, which created a new edge on top of the face. https://docs.blender.org/manual/en/latest/modeling/meshes/editing/vertex/make_face_edge.html


1

The obj file has most of its faces seperated by smoothing groups. Since they aren't connected the bevel modifier has no edges to work with. To fix this, go into edit mode and select all vertices and use "merge by distance" to combine them. The notches on the brick are rather low-poly so you might want to set the auto-smooth angle and bevel limit ...


1

The topology is bad: You have overlapping vertices, you need to select all and AltM > Merge By Distance. Transform your tris to quads with AltJ Your top cylinders are not part of your base cube, so there won't be any bevel on their bottom, you need to correct your geomatry if you want that. Also their top and bottom are not perfect circle, select each ...


0

Without seeing the wireframe of your LEGO brick, it is hard to tell for sure what is going on. Probably "Clamp Overlap"(under "Geometry") is on and limited the width of the bevel, at least when you used limit method = Angle. But beware that just turning off Clamp Overlap is unlikely to make you happy, because that option is there to ...


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