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4

Just set pivot point to Individual Origins. Then each object will use it's own origin point.


3

Looks originally like "Normal" problem. this post will give you an idea about it. it happens a lot when models are extruded. Blender How to Recalculate Normals


2

Edit Mode bmesh script. Tested on subdivided and poked cube. Tags all edges that have a face angle > EPS Gets all triangular faces made up of only edges not tagged and joins them. (To Quad) Feeds all verts that have no linked edges tagged into bmesh unsubdivide operator. Can edit properties of both to quads, eg max face angle, and iterations for ...


2

Is there a better way to import the files that will give me a cleaner mesh? This is less a Blender question at this point than a Sketchup question; The import isn't making all the tris, Sketchup is. Perhaps see if there's a "quads" export option. Assuming that isn't an option (because if it is, you can stop reading), you have two options; 1: Retopologize ...


2

you have "proportion editing on", this means you'll edit all the vertex inside the "area" controlled by the "proportional size". disable it clicking on this icon:


1

No reason an edit mode bmesh cannot be used with edit ops. I prefer NOT to use the BMesh module, since the bpy operators suit my needs much better. They are not mutually exclusive. In answer to 1) For every vertex in object 1a) Select this vertex (v.select = True) 1b) Select neighbor vertices (bpy.ops.mesh.select_more()) 1c) Store normal ...


1

If you don't want to 3D print it then: Knife project the perimeter onto a plane Remove unnecessary faces Lower the roof to .001 above the model Ctrl + J to combine.


1

Thanks to a hint from @batFINGER, turns out the best solution is simply to select an edge (Edge Select mode) with no face angles, go to Select > Select Similar > Face Angles. Then go to Face Select mode and un-subdivide. No scripting needed. For simple shapes, Dissolve Edges will work way better. But beware of face-groups that are selected and connected to ...


1

Fixed by deleting the faces and adding them again.


1

I studied your file and I see there are quite some edits you have made on the metarig. Just for comparison, here's your metarig: And here's my version, where I only added the Cat metarig (edit note: you used the wolf rig, a little different in the names but that's not a big deal) and moved its bones around to fit your model: (Note I hid the facial & ...


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