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22

Follow these steps 1) Go on Face select 2) Select the faces you want to "block" and click on Offset Edge slide In this way these 2 faces will be indipendent from the others 3) Move your middle face in the position you prefer. Remember: move it, not extrude. 4) Select all your mesh and press w --> Remove doubles


17

Multiple Methods Extrude and To Sphere Extrude your edge loop upwards. Type Shift + Alt + S > 1 to execute the To Sphere command. If you have overlapping vertices, try using the smooth (W > O) a couple of times and then the To Sphere command again. LoopTools Circle Extrude your edge loop upwards and select it. Choose the Circle of the LoopTools ...


15

The extrude shortcut hasn't changed, the default select button has. The extrude shortcut is ⎈ Ctrl+ non-select mouse button, where 2.7x defaults to RMB select, you use ⎈ Ctrl LMB to extrude, Now that 2.80 has LMB select you use ⎈ Ctrl RMB to extrude, unless you change your selection setting. In 2.80, ⎈ Ctrl LMB can select a ...


15

This result can be achieved easily using basic operations. Connect parts of your shape, so it only has one edge (select 4 vertices and press F and repeat) Connect it to a circle (or your handle) Add some ridges and move your shape upwards to taper it. Make one outside edge and connect it to a circle (or other shape) Extrude it to make a handle (unless ...


13

Here are some updates to the script https://github.com/vvoovv/blender-geo/blob/master/io_import_scene_osm.py Extruded buildings based on building:levels using a level_height setting in import. Also added a scale setting. https://gist.github.com/batFINGER/87ad90900be589281eeeaa83697d541f Result So far. Haven't done much with roofs yet. Till I add it into ...


13

It's not a bug. You extruded straight down, through the sides of your cup. Blender isn't going to stop you from doing this, as it's not a real solid cup, just mathematical points connected in a conceptual 3d space. I'm on mobile, so an illustration I sketched out in my notes app will have to do. Imagine this is the side profile of your cup. The green arrow ...


13

I'm partly posting this just to be a bit cheeky, however I think the point is still valid - Often when working with fine details (especially on glass objects), you may find it a lot easier to go very basic on the geometry, and then let materials do the work for you (not saying that's necessarily the case here). Anyway, here's an example of how you can ...


12

Extrude Manifold In your last image, the infinitely thin areas created around the edge are called non-manifold. Blender now has a tool called Extrude Manifold which will automatically fix this issue. To use this tool, press ⎇ AltE for the extrude menu and select it. Upon dragging your cursor down, you will see the satisfying result:


12

Start with overall shape. Then select all corners and press Ctrl + Shift + B Switch to face select mode, then press Alt + E - Extrude Faces Along Normals Chose transform orientation - individual origins Then scale all down to 0 press S then 0 Finally, press M -> by distance


11

Most likely your curves need cleanup. Diagnosis You mentioned joining all objects after import, make sure all segments are closed curves, not separate lose segments inside one bezier object. I would advise checking for any loose vertices, and more importantly overlapping segments, which are the most likely to cause the artifacts similar to your screenshot. ...


10

Your cup's extusion down is doing what Blender thinks you want, but not what you think you want. Extrusion (the 'E' key) travels at a tangential angle away from the average normal created by the vertices in your selection. Thus, they will continue in this straight path as you stretch it out (via mouse or input of a number on the keyboard). The issue you'...


10

You can use the faces of a mesh to dig a hole in the same mesh, using the ctrlF > Intersect (Boolean) tool. Just push the face a bit further down. Then in the Operator box choose Difference and Solver > Fast. Or use a second mesh:


10

Just for fun, you could do it procedurally. Add Array modifier Add Simple Deform Modifier > Bend > 360° Add Weld Modifier to merge the start/end vertices. You can also non-destructively adjust the radius by moving the Origin point.


10

Generate a "perfect" cactus. The concept here is to make just the one section of the cactus and repeat it. Add a circle, keep an integer fraction of it, by deleting other verts. Example one eights of a circle, arrayed into a full circle with object offset using empty. Empty is rotated (360 / 8 = ) 45 degrees. Array count is 8. Hindsight TIP. ...


9

You can't really extrude outwards, it's actually a two step operation composed of an extrude and a scale commands. Select the desired geometry and press E to extrude and immediately after Right Click to cancel the operation. It will look like it id did nothing but it acualty created duplicate faces that are now overlapping the original. Now just scale it ...


9

Update 25 January 2017 The OpenStreetMap importer for Blender has been completely rewritten. Here is the link: https://github.com/vvoovv/blender-osm A large number of roof shapes is supported: flat, gabled, hipped (for a quadrangle outline only), mono-pitched, half-hipped, round, pyramidal, gambrel, dome, onion and saltbox. Below are some results of its ...


9

Is this what you mean? It's the loop selected, and GG, Edge slide, with Alt held down, or C pressed, to release the clamp.


9

This is an even extrusion, no scaling. So.. Alt-select the ring of generated faces, X delete them Hover - L select the isolated patch With Snap set to 'Vertex', 'Active', the whole patch selected, and a convenient vertex made active, just G snap the patch back into place.. All verts selected, M merge > By Distance.


8

Yes, you are misunderstanding how Spin works. Spin takes your selection and does a spin extrusion about the 3D Cursor, from the current perspective of the 3D Viewport. Here's a screen shot to illustrate: If you want your spin extrusion to be in alignment with a specific axis, align your 3D Viewport accordingly and enter Orthographic View before executing ...


8

Here is the extrusion part filled in: import bpy, bmesh from math import * from mathutils import Vector NUMVERTS = 1000 Dphi = 2*pi/NUMVERTS # calculate x,y coordinate pairs coords = [(cos(i*Dphi),sin(i*Dphi),0) for i in range(NUMVERTS)] bm = bmesh.new() for v in coords: bm.verts.new(v) # think of this new vertices as bottom of the extruded shape ...


8

This feature has just been added to Blender. It will be available from version 2.90(https://builder.blender.org/download/). It's called "Extrude Manifold" and is located in the toolbox T, under the "Extrude" dropdown, Or by pressing Alt+E. ↑ Here I'm using Face select mode (3) but it works in vertex select too


8

Three different ways to do this currently. Options #1 and #2 only allow to specify distance factors relative to edge length. Option #3 should allow absolute units. Use vertex slide: Press G,G twice to activate Vertex Slide, while the cursor is hovering the edge with the desired direction. Afterwards press C to deactivate clamping and allow extending beyond ...


8

The easiest way to do it is by Bridging the Edge Loops. Make two legs for the table: Create two edge loops on both the legs by Ctrl+R. Make sure that it's perfectly aligned or else you will get a slope. To place the loopcuts perfectly hold down Ctrl while sliding the edge loop. Which will get you this: Now select the faces as shown and press F3 and type ...


8

You could try using "Spin Duplicates" Create 1 of the "ramps" and delete the rest of the faces Then use the Spin Duplicates tool to spin the selected faces around the 3D Cursor. It takes a little getting used to, but it's a good tool for this kind of thing. There will be some clean up so be sure to Merge by Distance the result (I had to ...


8

The trick is to use some supporting geometry. Rather than extruding, add a face and use the knife tool to make an additional edge: If you use 'c' with the knife tool you'll get a perpendicular edge. Now loop slide your new edge with 'C': If you don't want to add and then remove faces, you can select the two edges that are adjacent to the edge you want to ...


8

Create your shape, create rays around the center circle, select the circle and the rays you want: AltE > Extrude Faces Along Normals. Once extruded, in the Operator box, enable the Offset Even option: Add a Subdivision Surface modifier, create additional edge loops if you need to sharp some edges, etc


7

The most practical procedure on ANY mesh would perhaps be select the Face, Shift+D (duplicate), cancel (Esc), extrude (E)


7

1) Keeping modifiers unapplied Modeling without applying modifiers can be quite tricky. Tring to keep the Solidify modifier, which basically extrude faces along their normals, isn't probably the best choiche for your task because your reference object has a different depth extrusion on one side. You could have done that by stacking two Solidify modifiers, ...


7

Answer (April 2020) This feature has just been added to Blender. It will be available from version 2.90 (https://builder.blender.org/download/)). It's called "Extrude Manifold" and is located in the toolbox T, under the "Extrude" dropdown, or by pressing Alt+E. ↑ Here I'm using Face select mode (3) but it works in vertex select too Old ...


7

I don't think it would be possible to implement a general Extrude operator that would work the way you want. If there were more than 2 edges to be brought out, they might contradict one another. Here's one way of using the shipped 'TinyCAD' add-on as an alternative to @Marty Fout's answers ... There are others, and this solution is certainly no better than ...


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