New answers tagged

1

P parents an object. Alt-P unparents it. You can remove the dotted relationship lines from the viewport by unchecking the option in the Overlays menu if you wish:


1

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 ...


0

Bridging both edge loops will work however, make sure both objects are joined together prior to bridging the edge loops. If the pieces are not joined together using Ctrl + J, it will not work.


0

Oh My! This was exactly my problem when I accidentally hit the button. It was maddening looking for the solution. Thank you!


3

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


1

The shortcut for this function is F9 key on your keyboard, it should appear again


0

Vertex Weight Edit above Cloth Choose your vertex group and put weight in 0.999, then you have an option called Group Remove.


0

Grid Fill seems to work fine. Select your top edge loop: Press CtrlF > Grid Fill. In the Operator box (pop-up box that appears on the bottom left of your 3D view and allows you to tweak the parameters for your last operation), put the Span value at 1:


0

press E and extrude the vert. skin modifier needs edges . if you want do edit the computation result of the modifier, you need to apply the modifier first.


2

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 ...


0

The Remove Doubles command was replaced with Merge by Distance, but it's still in the same location. In Edit mode, go up to the Mesh menu, then Cleanup, and finally Merge By Distance. You will get the contextual popup down in the left corner where you can adjust how close the vertices should be before they are merged. If that's what you are asking, that is.


0

If you really want exact placement of a vertex, and snapping won't accomplish this, then you're probably going to have to use the Sidebar. To open the Sidebar in your current 3DView, type N. Type it again to close the Sidebar. When you are in edit mode, and you select a single vertex, the Sidebar will contain location data for that vertex in the Item tab: ...


1

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?


0

Perhaps UV > Project From View Bounds is what you need ? In Edit mode Select only your door. Go into Front Orthographic view. Open the UV drop-down menu and choose the Project From View (Bounds) option. The door image in the UV editor should now be mapped perfectly to your door mesh. If the door is too wide then select the door mesh and scale it in the ...


3

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.


1

I got this because the object was linked into the scene. I fixed that by right clicking it in Outliner, and selecting Make Local.


1

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 ...


0

You can select the vertex group in the Vertex Groups list, then in the Object Data panel, in the dropdown menu on the right of the list, select Copy Vertex Group then Mirror Vertex Group:


5

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 ...


0

As of 2.93 (perhaps earlier) you simply create a VSE-scene (call it 'master' or similar) and any number of other VSE-scenes containing the different video-clips. You can then add each scene as a strip, and set each scenestrips input to 'Sequencer' There seems to be some difference in contrast (or some other image-parameter) between an original VSE-scene and ...


0

Found the answer, selected all my edges of my roof, then G, G + Alt + C to 60cm!


0

In desperation I RENAMED the offending texture files and rebuilt everything which fixed the problem. AND this model is the ONLY model with the textures so it wasn't a problem with another model having the same textures. Still it would be interesting to find out why removing an imported object and replacing with an imported rebuilt object with different sized ...


0

as Jason wrote this is the merge solution (using the "merge at cursor")


0

Greetings George and welcome! There are a couple of different methods that come to mind to fill the gap you have pictured there. Hit F on the keyboard with both edges you have selected there and it "fill" the gap. Take note this will leave you with an extra edge you will probably want to dissolve so that all four edges are properly connected. ...


0

Press F9 after invoking the operation, or expand menu at bottom left corner:


2

I found probably the easiest and most obvious way to do this in Blender 2.9. Activate the shipped add-on Mesh Tools, and in Edit Mode, go to N menu Edit > Edge Tools > Set Edge Length


2

.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 ...


3

Array and Curve vs Array with Object Offset. To demonstrate the difference between two setups. Add a simple joined 2 edge mesh. -1, 0, 1 along $X$ axis (all y and z coords 0) Array & Curve Add default Bezier circle, and on edge mesh a default array modifier, fit the circle and a curve modifier also pointing to circle. Notice that the mesh is deformed ...


-1

Change the Workspace from Layout to Modelling and then the selecting should be working as before.


1

You disabled Mesh selections, reenable them by clicking on: then:


0

You should check show overlays, at the right top of the 3D viewport. And check in the object types visibility the arrow for the mesh


2

As others suggested, the culprit is a inner vertex. For the reference, one can use Select -> Selecty All by Trait -> Non Manifold to find this kind of problem.


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