You can give the object a Displace modifier. along Normals, and animate the strength:
This can be modulated by aiming it at a vertex-group, to vary the inflation along the vessels, or combined with a Solidify.. there are various possible elaborations.
Here, a Corrective Smooth has been added at the bottom of the stack, to iron out intersections.
You may ...
I assume this is your problem:
What you want to do is go in to edit mode and press the "A" key.
Everything should be selected and then press the "M" key. Select "By Distance" at the bottom of the window.
If everything went correctly you will see a blue notification towards the bottom of the view saying "Removed 8 vertice(...
Symmetrize will use the object origin as the center of the symmetry, if the origin is shifted from the object center, here is what it will give:
So make sure that the origin is at the right position (you can right click in Object mode > Set Origin > Origin to Geometry). Also make sure that the local orientation is the one you want as the symmetry will ...
I think the main issue has to do with the self collision.
First thing is to assign the edges to the vertex group, but I think you already did that
In physics properties ---> cloth ---> collision ---> enable self collision
And finally I added a second subsurface modifier after the cloth simulation
The End Frame is set to 250 frames, increase this value (bottom right of your Timeline editor), otherwise it will only play 10 seconds. You can also display seconds rather than frames: enable View > Show Seconds.
.glTF file imported to Blender has textures packed.
You have to click Unpack icon in properties panel (accessible when image node selected in Side panel N) ... Blender Creates texture folder (directory) where textures will be stored.
Or you can Unpack All see Manuall.
Than you can navigate to this directory and rename your texture files.
Note: ... but ...
You're bevelling the edges of the face and increasing the bevel so much that it's overlapping. The actual geometry of your object is fine. Looking at your first image, it looks as if you just want to bevel the corners on the ends in which case you should go into edge select mode (2 on the keyboard - 1 in the image below) and select the two end edges of your ...
The Boolean modifier has several modes, reflecting 3 of of the mathematical Boolean operators: AND, OR and AND NOT under the names Intersect, Union and Difference.
In order to use it as a 'Cutter' you would select Difference. It's easiest to see what's going on if the cutter object is set to 'Wire' in the object's Viewport Display.
Sometimes, the Fast ...
You can apply the scale of both your objects, recalculate the normals, use Boolean/Difference/Solver Exact and scale a bit so that faces don't overlap and it seems to work. If the scale is a problem maybe try with a simpler topology?
When you create a material it gets assigned automatically to the whole object (in your scene the "Cube" object, which is not a layer but a 3D object).
To manage your texturing you have to create as many materials as the number of different textures you need to use, and assign in edit mode all different materials to the selected faces.
If at the end ...