By default blender doesn't fill the circle. There are two types of fillings for circle. You can do it either manually or select it from the pop-up menu that appears when you add in the circle. The two types of filling are:-
In this type of filling it'll just add in a single face.
You can manually make it by switching to Edit Mode, select all ...
I think the word "circle" in this case means the closed curve that is made of points that are all the same distance from the center. So it is a curve because it is supposed to be just a curve. It would probably be more correct to call the area of a plane that is limited by a circle a disc. So I think in a mathematical or geometric sense ...
Each curve vertex has a radius. When you scale your curve in Object mode, the radius doesn't change, but if you apply the scale, the radius will change to the curve object scale before applying, and it will affect the objects that are parented to the curve, like your cube.
You can check the vertices radius in the N panel > Item > Radius (or Mean Radius ...
You simply need to mark all the seems correctly and it will umwrap nicely. Make sure you mark all the small edges that could interfere with the unwrapping and try again.
Use ctrl+e while in edit mode to call the Edge menu where you can find Mark Seam.
It is also a good idea to apply scale of the object to get expected results when unwrapping. You can do ...
Select the top and bottom edge of the area you want to place the circle in the middle of. Press Shift+S and select "cursor to selected". As long as you have your Transform Pivot Point still set to "median", this will place the cursor in the center between the two selected edges.
Now when you add the circle, it will be placed at the point ...
Here is a simple workflow of mine:
make a retopo and be sure they are not flipped and you have a good UV layout with no overlap:
make it a little bit fat with Displace modifier (anything you do a retopo on would be a bit slimmer by nature of retopo)
adjust your options to YOUR scale (I always work in real world scale because it's important for my assets to ...
This is an update of lemon's code on the question Convert bones to meshes. Run the script and it will pop a menu asking if you want Pyramid, Tapered, or Box shapes. Pyramid is what the code did originally, tapered uses the bone envelope, and Box takes the average.
This image is "Box":
# from https://blender.stackexchange.com/a/75049/33589
There are a few interiror faces in the frame of the device (marked on the first picture) which cause this problem. You used the same face for the backplate of the ipad and for the screen what is never recommended, create two independent face for them.
After you fixed the geometry you have to add mean crease to the sharp edges (marked on the second picture).
Blender is different software, it does not work identically to other 3d packages. It might not be very reasonable to expect it to.
What you could do is set the pivot point to cursor and use the scale cage tool:
Or you could set the transform pivot to 3d cursor and scale after setting the cursor to cube's sides with s operator that might be more ...
Add a default cube,set the x scale to 0.629
Add an array modifier with "count" set to 5
Add a default Bezier Circle
Add a curve modifier to the cube, set to the Bezier Circle
You should see a perfect pentagon:
Reduce the Y scale and observe the pentagon hollows out:
Increase the Y scale past 1 and observe the center of the pentagon ...
go in the filter at the top of the window and create a selection restriction and then restrict the object you don't want to select and then you can see the outlines of both the objects but you can select only the objects that have the selection unrestricted |
the filter option -
If you used the current version of Blender(2.83.4 at the time of writing) you would not have such an issue. In 2.79 this operation used to not work correctly with Individual Origins selected as pivot point for transform operations. Select another to fix this: