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 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 ...
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 ...
If you don't want the shoulder to be part of the selection, you should use the 3D cursor. To place the 3D cursor at the origin of the object you want to orient about, click the object (or vertex, it works in edit mode too) and Shift+S to open the cursor menu.
Then you can select Cursor to Active, this will place the 3D cursor at the origin of the selected ...
This kind of issues arise when you try to smooth the weights of the main area bone (in your case the neck bone) but you forget to smooth the neighbour bones (probably the head bone).
In particular if two adiacent vertices have the same minimum weight (let's say 0.001) to the head bone, but one belongs to the head bone only while the other has a tiny amount ...
Yes, the simple answer is that if you are turning the mouse wheel and you see the proportional size number is changing (it is next to the Dx, Dy, Dz numbers), then everything is working just fine. All you have to do is keep scrolling in the direction that makes the "proportional size" number get smaller and you will eventually see the sphere of influence.
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 ...
If multiple objects are already using the same modifier, you can modify a value of it, which will be propagated to all selected objects, by holding the Alt key while changing the value or by AltLMB clicking into a field and entering its value.
Modifying properties of multiple objects simultaneously with Alt is not restricted to modifiers.
F3 for search bar -> Apply All modifiers.
If you want to make changes to modifiers that replicate to all objects you can use CTRL+L which will copy the modifiers of the active objects accross all the selected ones.
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.
I had a similar problem and went for the nitty-gritty solution. I selected the aberrant face in face mode. Pressed X and deleted the face. Then in vertex mode I selected the corners of the face and pressed F to create a new face. The new face subdivided as required.
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....
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
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. ...
In 2.81 ic_keymap removed, and this function you can use now from object.mode_set_with_submode.
If you open 2.81 with industry compatible keymap, you will see, that now it useobject.mode_set_with_submode for this shortcut