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this is boolean error. you have to triangulate face or tris to quads. sometimes tris to quads not affect. you search and affect it. so it's ok


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If your mesh is one piece, and you don't want to work destructively,just go in the edit mode and select the unrequired vertices and hit H on keyboard to hide it You can unhide it by alt+H If your mesh in seperate,just click on eye button in the outlined If you want your mesh to be seperate,select the unrequired vertices and press P to seperate it as other ...


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First off, you need to correct the origins in blender. While the four cubes are selected, right click to bring up this panel. Then navigate to 'set origin' and select the 'origin to 3d cursor'. This will set the four cubes origins to the cursor position and you should be good to go! Then inside unity, make sure to set tool handle position to 'pivot'. ...


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This really should be in a different exchange server but... Yes, I watched your video... Using the Part workbench, click "Create shape from mesh" then select the new object and export it. Blender creates mesh objects, FreeCAD operates on "solid" objects. They use very different internal mathematics to calculate the shape. STEP format is a ...


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Workbench It is not that easy :) and in some cases just impossible. If you want to just make parts darker or brighter, there is a change you just dont notice, but it would be there. This "imperfection" comes from anti-aliased pixels generated on object edge to make them smooth. They consists partly from foreground color and partly from background ...


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The most likely explanations for why your textures are not exporting would be that (a) the textures are not in an image format supported by the export format, or (b) the material is not configured in a way that the export format's addon understands. In the case of glTF 2.0 (I can't comment on FBX or OBJ), images must be in PNG or JPG format to be exported. ...


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You should be able to setup the armature in Mixiamo. Make sure your character is in a standard pose with both arms extended. Mixamo has problems with characters with short arms and legs. It works best with standard humanoid looking character because it's easier to identify the difference between the different joints. Once you've setup the armature you can ...


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There is a Blender add on that I am currently developing. G code visualizer G code convert/import/export G code sender CNC control CNC configurator ... can perform similar operations. It works more efficiently with curves for now. Development work continues for 3D objects. You can access the add on from this link: https://github.com/manahter/nCNC Simply ...


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The problem you have here is that the output from the Image Texture is connected to both the Base Color and the Emission inputs of the Principled shader node. The Emission will produce the effect of the glowing screen while the Base Color will also produce an image of the glowing screen - in addition to the Emission but based on any incident light. This ...


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Moving a pyro vdb (or any vdb for that matter) from Houdini to Blender 2.9, is fairly straightforward if your pyro sim is set up with a convert vdb and file cache sop. Here is the end of the Houdini node tree for the pyro vdb shown below: The convert vdb sop instructs houdini to convert your pyro into a vdb sequence(change it to vdb, as it defaults to ...


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There is a G-code importer addon for Blender 2.8 here. https://github.com/Heinz-Loepmeier/Blender-Gcode-Import The beveling/meshing of the curve is best done with Blenders internal curve editing tools. You can choose a custom bevel profile there, that will get rid of unconnected geometry around the corners.


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You can use "UV project modifier" to do that: The principle: the modifier will take the object (often camera) as point of view to determinate UV map projection.


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I had similar problem. Removing settings helps me. rm ~/.config/blender/2.90 At first, you can rename it or move it to other folder and test running Blender.


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You plugged your Transmission map into Alpha input. Alpha input considers white color as opaque.


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There's an "Include: Punctual Lights" option in the exporter that will include point, spot, and directional lights in your exports. However, note that (by default) Blender also displays "Scene World" lighting, and you can't just export that. You'd typically need to enable it in whatever viewer or 3D engine you are using to view the model, ...


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Let's assume you have your model like this. Click on your model to select it. Then open the Material Properties panel by clicking the sphere in the Properties Editor. Click on the New button to add a new material. You should see something like this. You can edit the properties of the new material. Click on the Base Color button and a color picker will come ...


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Just lay them out flat in XY plane and then delete faces only leaving polygon edges only, export as DXF. That's all. Also keep in mind 1 unit in Blender is usually 1 meter while a lot of software expects 1 unit in DXF file to be 1 mm. It should be possible to define the units when importing DXF, however it's not always so. You might need to change Blender's ...


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I appear to have solved the issue by adding a 'Triangulate' to the end of the modifier stack of any erroneous models. From what I understand every other program is free to triangulate how it wishes, which can be at odds with Blender expectations. Doesn't seem to have affected how anything looks, I hope this helps someone!


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