You could set up a grid, instance your cubes on its vertices, and then deform the grid using a Hook modifier...
.. here, to an Empty. (Assignment of hooked vertices has to be done in Edit mode.)
This lets you keyframe the position of the hook, and the radius and strength of its influence. Much like Proportional Editing.
Here, one of the faces has ...
From your second screen it seems like wrong order of modifiers ... Solidify-Wave-Subdiv ... the order on the third one is correct (Subdiv-Wave-Solidify).
Are you sure both objects use this order?
Few Loop Cuts Ctrl+R
Another way ... use the Wave modifier only for Plane and for Strip object add Surface Deform modifier with Plane as target. ...
Select +Z faces and neighboring -Y faces if they go down:
import bpy, bmesh
from mathutils import Vector
up = Vector((0, 0, 1))
side = Vector((0, -1, 0))
me = bpy.context.active_object.data
bm = bmesh.from_edit_mesh(me)
for face in bm.faces:
if face.normal == up:
face.select = True
If you think about this one the other way round..
The I Inset operator has a 'Depth' setting, which you can adjust in its F9 panel.
If you need further adjustments, perpendicular to normals, for unconnected faces, you could set Pivot to 'Individual Origins', Transform Orientation to 'Normal', and scale in the per-face XY... SShiftZ.
Welcome on the forums, to get you started...
I used a modifier to spiral a curve line
next added a modifier to make it solid
next added 4 cylinders by mirroring one.
next i did a boolean operation to subtract the 4 cylinders.
for visibility i altered the 4 cylinders so you see them as wire frame.
Note you can change this file, the modifiers, or in edit mode ...
Uniform scale around individual origins then extrude along normals.
Imagine the simple case: six square faces arranged as if they were the
six faces of a cube. I would want to scale the 'top' surface in X and
Y and not Z. I would want to scale the 'front' surface in X and Z but
not Y. I would want to scale the sides in Y and Z and not X. And so
Here is ...
in edit mode:
extrude with E and move the mouse up (so you got 4 vertices) - you know this
Tap A to select all vertices
Tap S to scale
Tap Shift Z to scale only on x and y axis - > move your move to your desired scale
After searching comments on youtube for hours I found a few people having same issue, OPTIMAL DISPLAY on SUBSURF MODIF should be UNTICKED , and Xray dropdown under Geometry WIREFRAME should be set to 0.5 to get the same display as Andrew.
If I understand correctly, you want to change your rest pose, but permanently, so that when you go into Edit Mode, the bone positions do not revert to any other position, because they've been truly changed from the position they were in originally, making the new position the new default rest pose, even in Edit Mode. There is a way to do this, and it's not ...
You can use the following shortcuts to switch Selection Types:
Shift+Space > B for Select Box
Shift+Space > C for Select Circle
Shift+Space > L for Select Lasso
Shift+Space > W for Tweak
Or you can just press W to cycle between the different types.
With less Python than the other answer:
From the Armature's Edit Mode, select the bones you'd like to copy to the other side.
Run "Armature" > "Symmetrize". This will copy all the bone settings, including constraints— But it will not always replace the constraints' targets with the mirrored equivalents.
Open a Python Console UI area....