As mooboots said in his comment, use the array modifier:
Create the curve of the bars and and empty
Make sure that both the empty and the origin of the curve sre in the center of the disk
Apply all eventual rotation and scale of the curve and the empty
Create an Array Modifier on the curve
In the modifier, disable Relative Offset and enable Object Offset. ...
..Expanding on @francois gibon's answer..
in Vertex Mode on the corner-vertex, AltD duplicate it, dragging slightly in the direction of interest, and right-clicking to cancel the move. (Don't deselect)
GG slide the duplicate vertex along the edge to the point you want the bevel to stop.
Repeat for the other direction(s)
CtrlShiftB bevel the corner with '...
As far as I know the only way to do a non uniform bevel is to use "width type: percent", but it probably won't work for what you want to do... it's easy enough to set the gizmo on the "fixed" face, then use the transform tool on the newly created bevel faces to scale them to your liking (don't forget to set the pivot point to cursor).
Keyboard Period . > Set pivot to 'Active Element'
Select center face, (the one to be moved,) Header 'Transform Orientations' dropdown > '+' create a new transform orientation from it
Ctrl Numpad + expand the selection to include the rim.
Keyboard 1 go to Vertex mode
Shift LMB twice, Deselect and select one of the rim vertices to make it active
S Z 0
I think there are 2 different questions, modeling and cloth.
About modelling: You can create a basic profile, then give your object an Array modifier, then a Simple Deform modifier (Bend mode, Angle 360°). Extrude inwards, then give it a Solidify modifier. Add some edge loops to sharp the edges, it will also allow you to twist it a bit with Proportional ...
You have marked your face as a freestyle face.
Either unmark it, by RMB selecting it and pressing ⎈ CtrlF in edit mode to open the face menu. In the face menu choose clear freestyle face. You can also untick Face Marks in the mesh display options, if you only want to hide the face marks.
Maybe you can do it with the Push/Pull addon, demo here, addon here. Other than that I'm not sure there is any easy way to do, so I would do this:
Enable the Snap option (Vertex mode).
Extrude the vertical face until it snaps.
Remove the doubles.
Delete the inner face.
If you selected the knife tool in the sidebar on the left, you can just select a new tool (Select Box, the top one, is the default):
Here, the knife tool is selected, so any time you click, it will use the knife. Just select the first box, and it will go back to the default.
Personally, I just use the knife tool by pressing k, and then after i press space ...
I would do this using the Array modifier, which can replicate a radial mirror.
First, lets say I have some portion of my object that i want to revolve around the origin:
I then add an Array Modifier, and set the count to how many copies I want (in this case 6, in your case 8):
Then, add an empty to your scene. Remove the relative offset on your array ...
Just worked it out myself here, I added my own shortcut by right-clicking the function in the edge tools menu then assigning my own shortcut that way. I chose SHIFT + '<' for counter clockwise and SHIFT + '>' for clockwise.
This is due to the extra edge you have on the top surface.
You can enable clamp (hold Alt or press C) after sliding the edge far away from it, but it's not perfect. Removing the edge works best, if you don't need it:
To get an edge where you've indicated, you might find it easier to use the knife tool, at least in this case:
Line up the view with the ...
I think Object\Transform\Push/Pull is what you are looking for.
Select all objects in Object Mode and use Object\Transform\Push/Pull from the menu. As the name suggests it will push or pull from the center of all objects.
Based on your comment I assume what you are really looking for is an circular array. Here's a good tutorial for it: https://www.youtube....
From your comments I can see your problem is due to having other objects selected and not knowing about them. Not a real solution for your problem but, whenever I'm modelling with several objects, as a good practice I always tap A twice to deselect everything before selecting the object (I use the Blender 2.79 hotkeys). There are many advantages in being ...
I had the same problem.
Rendering animation from 3d keyframes worked fine, the same as you rendering into avi jpg or raw worked fine but ffmpeg just left a blank render window and nothing happening, no errors nothing.
As input I use a png image sequence of size 4800x6299 [px] (this is important).
I decided to add an effect transform with 2 keyframes at ...