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3

This will work on a sphere with the 3D cursor at its center. Change the Transform Pivot Point to 3D cursor: Select all the vertices on or below the 3D cursor on the Z axis, then Scale to 0 on the Z axis only, S Z 0 : Select all the vertices above the 3D cursor on the Z axis, then Scale on the Z axis only by however much you need, S Z move your mouse ...


3

When you go into edit mode with two objects, they will not interact with eachother when you try to use the Intersect (Boolean) as far as i know. But if you go into edit mode with only the cube selected, and then add a sphere when while in edit mode. Then you will be able to use that sphere as a boolean object. I would recommend you to use the Boolean ...


3

Just add a realize instances node before your group output.


2

My advice is to learn how to use the various available tools for filling. There's an F2 add-on that has a bunch of useful tools and here I'm going to use two indispensable tools that you should explore further, Bridge Edge Loops and the edit-mode Knife Tool Here is a crude approximation of your file. Note that I don't have as many vertices, but the ...


2

Your normals are inverted, go in Edit mode, select all and press ShiftN


2

Pinning will always keep the vertex at its absolute position. You don't need to "glue" these faces as they are already part of the same island. You can select all the islands you want to automatically position, then click UV > Pack Islands. If you want more resolution (more space in texture space) for a certain island. Simply select an island, ...


2

It looks like the faces are not connected to each other. You can check if they are by going into edit mode, selecting one face and moving it, then you'll see if it's connected or loose. If the faces are loose, you can try and select all vertices and merge by distance (set a small enough distance that doesn't destroy any faces but will still merge the ...


2

try this: in edit mode press A X -> only faces then press M -> 0.01 (Merge by distance) then select your upper vertices again and press F result:


2

A loop cut is defined as an edge loop, i.e. a chain of connected edges which separates two neighboring quad loops. It works best in a topology of quads, and your mesh is a lot more complicated. I suggest you separate the 'fingers' of your topology by adding edges, and take it from there.


2

Python script Select the objects, run Python script: import bpy from bpy import context as C for z, co in [(o.bound_box[0][2], v.co) for o in C.selected_objects for v in o.data.vertices]: co.z -= z


1

this is how you do it: after you added regular solid, in the left bottom corner you can open that window, here you can see the "source": The manual calls the window the "Adjust Last Operation Panel" although people often call it the "Redo" panel. You can use it to adjust any operator, but only until you do something else.


1

The redo panel displays only first class properties by default. If you want to display the last item of a CollectionProperty you have to override the draw method of the operator. #... planes: CollectionProperty( type=PlanesClass, name="Planes", description="Box Planes (scales)", ) # fill the ...


1

I think the first disappointment that new riggers experience is that "with automatic weights" is not infallible. First, when you parent, watch the bottom center of the screen to see if you get the infamous "bone heat" message. But you do not have that problem. Second, be prepared to learn about Weight Painting and Vertex Groups. You do ...


1

This has been answered correctly already, but just wanted to say I had this laying about as well. It dates from around 2014 and does indeed appear to be a natively Lightwave object: And those are indeed surface (material) names with textures allocated to each one. The actual object is made of many layers, which are unnamed. There are no vertex groups ...


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