I'm curious about how come you have to start from this topology?
In this particular case though, you could:
Select a vertical edge, and ShiftG > Select Similar > Direction
CtrlI (Select Inverse)
X > Limited Dissolve the now selected edges
You have proportional editing turned on. Look at the middle on the bar at the top, the thing that looks like a target sign. It is blue in your case, meaning it is enabled. Click it, or press O to turn it off.
Proportional editing allows you to affect the movement of nearby objects when moving one. It is useful in some cases, like in edit mode when you want ...
Here a workaround if someone else encounters this issue in the future:
Simply bake your animation and export it as albemic file (.abc). The animation playback will be slower, but as you import the albemic file you will find a transform cache in the constraints tab. In the transform cache you can simply scale and offset your animation to your likings.
The circle does not have enough geometry.
Displacement in Blender works by modifying existing geometry on the object. Your circle definitely does not have enough existing geometry to make displacement visible. This is an easy fix, just apply a subdivision surface modifier, or select all the edges and subdivide them in the edge context menu.
Additionally, I ...
Not entirely sure if this answers your question. To make an Object unselectable, you just have to toggle it in your Scene Collection. If you're asking how to deselect an object in general it's Shift + M1
Oh gee, I figured it out. There was an extra edge in the back of the dip. The inside of the corset had some faces removed, but the ones kept were pulled back into the body so when looking down the corset you don't see space, you only see the edge of the corset. Must have happened when I was mirroring it in building. Maybe an extra edge snuck in there. Here ...
You're asking about modeling, but you could use animation nodes to do it after the fact, and give any model you already have that wire look. Might be useful if you're trying to make an animatronic that has a wire mesh inside.
This is the tutorial I'd point you to:
I think the simplest way to get this effect would be to use the wireframe modifier.
However, if you want an effect closer to what you have there you will need to make each "muscle" its own object and use a couple of modifiers to create them.
Firstly create a cylinder and scale it to the length of the muscle. Apply the scale with CTRL+A. Then TAB into edit ...
If you want to duplicate objects in your scene, instead of using Ctrl-C to copy them, consider using Shift-D instead. Admitedly. It's a bit confusing that there are both methods available when they don't seem to completely work the same way. I don't use Ctrl-C for anything except copying poses in Pose Mode. And I have no issues. Interestingly, when I just ...
It looks to me like you don't have manifold(closed) geometry. you might have 2 vertices right on top of each other which makes it look like its manifold even though it isn't.
Try going into edit mode, hit A to select everything, then from the mesh menu select cleanup, and then merge by distance. you might have to play with the distance setting.
Did u directly open the blend file or append/import it? Can you share the blend file so that the problem can be understood properly?
Generally, a linked collection cant be opened to edit because the mesh isn't actually imported.
Every selected vertex will be moved 100%, only the adjacent ones will be partially influenced, depending on how far away they are from closest selected vertex.
You can exclude vertices that are not connected (click on the interpolation method and tick the according boxes). The only other way to not influence vertices is to hide them while you're modelling. ...
On a subdivided cube example you can see how a ring cut on the right side of the top face can add unnecessary faces all the way around.
Alternatively you can localise quads and save on face count in the other two cuts.
The other cut on the top face allows a flat base to the cut.
The cut on the side face of the cube creates an angled finish, adding less ...
I think i understand what you are saying. I am not an expert, but you could select a face. The smaller the face, the smaller the indent. Left click and select 'poke face'. There will be a vertices and the middle, you could drag that around to make an indent or add edge loops.
What you see is the Subdivision Surface modifier effect on your mesh. Disable its visibility, or, as Frederik Steinmetz suggests, enable the Optimal Display option, but in that case keep in mind that you won't see the real mesh but its deformation through the modifier.
The / key is generating a Local (isolated) view of only the selected object, while that in a sense hides other objects, it is more like a isolation chamber rather then hiding all else and then later making things visible again (in the outliner you will see that the other objects are not being hidden).
In Blender 2.7, using Background images managed in the ...
The best way to do this in Blender 2.8 is to use scale tool to scale the location but not the size of objects. With the scale tool you can easily lock movement to any single axis or single plane. However, when using Push/Pull, if you lock movement to a certain axis it will split your objects into "groups" instead of moving them equally away from each other ...
If you want to switch back, you could go to do so by going to Edit > Preferences > Input, and then deselecting Emulate Numpad and select Default to Advanced Numeric Input.
This will let you use 1 2 and 3 for what you want to use them for (vertices, edges and faces select in Edit mode).
That doesn't look like a vertex, it looks like the Object Origin - the point which marks the location of the object in 3D space.
You should be able to confirm this by looking at the status bar at the bottom of the window. It should show 'Verts 0/0', showing that all vertices have in fact been deleted:
You can't get rid of the object origin without deleting ...
The problem is not that you have an active element, but that the active element is being used as the pivot point for your transformation.
Go to the Pivot Center dropdown in the header of your 3D View, and select 'Median Point'. Then the selected elements will scale about their average location. (My shortcut is keyboard .)
The cause of that is return in 2699th line of code in import_x3d.py which returns the method. Moreover, the color vectors need alpha value to be added.
def appearance_CreateMaterial(vrmlname, mat, ancestry, is_vcol):
bpymat = bpy.data.materials.new(vrmlname)
diff_color = mat.getFieldAsFloatTuple('diffuseColor', [0.5, 0.5, 0.5, 1], ancestry)
Importing .mov is not the issue. Mov files are quicktime files. Quicktime is a container that can hold video files in a variety of different compression codecs. Some codecs are more efficient than others. Some codecs require more from the CPU than others. Some require faster drives to sustain the data rate. Some are fast and easy to play at the expense of ...