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1 vote
Accepted

Attaching Clothing to Character Mesh

First thing you have 2 layers in your vest, maybe you should delete the inner one to simplify your mesh, it will still need some works though: Also if you put your armature in rest pose the sleeves ...
moonboots's user avatar
  • 160k
0 votes

How to make a cone with an ellipsoidal side

add a cylinder -> go to edit mode, select the bottom face -> press E then S (scale) X
Chris's user avatar
  • 61.3k
0 votes
Accepted

My 3D model is only hiding with alt+H and not with the hide button in the "explorer" tab

The explosion you've downloaded is actually made of a series of objects, each being a step of the explosion, and each being scaled down to be invisible, then scaled up to be visible, then scale down ...
moonboots's user avatar
  • 160k
0 votes

how to get the area of a polygon in python API?

Calculate BMFace area with a matrix ...
X Y's user avatar
  • 5,793
3 votes
Accepted

Cylinder shape has pinching edges

You could try this topology, but I had to use a 64 vertex cylinder:
moonboots's user avatar
  • 160k
0 votes

Creating a single vertex on the cursor position

For anyone who does not want to use Add-on for this. You can create a Mesh -> Circle, then delete all of its vertices, except one.
eager_learner's user avatar
3 votes

Cylinder shape has pinching edges

You could start with a flat plane 2m x 3.14m (half circumference $\pi*D/2$) with origin on the left edge and this simple topology. Add as many vertical edges as needed. Then extrude. Add Mirror ...
Harry McKenzie's user avatar
4 votes

How do I create a cylinder with a taper at a specific angle?

You could as well, just make a single edge, rotate it by the angle you want(I randomly used 25° in the GIF), move it away from the center(object space origin) by the length of your desired radius and ...
Martynas Žiemys's user avatar
4 votes
Accepted

How do I create a cylinder with a taper at a specific angle?

Just in case you want a mathematical formula to get a scale factor (although, as I said, that's just maths and not a real Blender question - scroll to the bottom to find out how you can use the maths ...
Gordon Brinkmann's user avatar
2 votes

how to get the area of a polygon in python API?

Since matrix cannot be passed in API BMFace.calc_area(). There is a function like BMFace.calc_area() ...
X Y's user avatar
  • 5,793
4 votes

How do I create a cylinder with a taper at a specific angle?

Under Mesh Edit Mode Overlays you can enable Edge Angle and see the angles when scaling using S to scale and Shift+Z
Harry McKenzie's user avatar
0 votes

Subdivision and Face selection problems

F is for New Edge/Face from Vertices so it does that - it creates a new face or edge from vertices that can be separate from other geometry between those vertices, and it does not and is not supposed ...
Martynas Žiemys's user avatar
3 votes
Accepted

How can I draw a smooth line using Z Math Surface function?

It seems like the minimum is 3 subdivisions on the X. Just do that Then select these edge loops and press X > Vertices to delete these edge loops. Convert to Curve and then edit the curve ...
Harry McKenzie's user avatar
2 votes
Accepted

How to import and merge multiple meshes with different textures into one mesh

The problem with your two files is, there are no unique names for materials and textures. This way after importing one of them, the second one automatically uses the same image texture as the first ...
Gordon Brinkmann's user avatar
0 votes
Accepted

Shrinkwrap artifacts

That part is a bit special because the shape of the ear. In this case the faces of the base/retopo mesh getting closer to the inner parts of the target mesh and somehow shrinkwrap prefers to stick to ...
john_who_is_doe's user avatar
1 vote
Accepted

How to increase bevel width without totally destroying mesh

First thing I would do is do a planar decimate. Bevel modifier always works better with minimal geometry. You might need to also do a bit of manual cleanup. The reason this isn't working is because ...
Jakemoyo's user avatar
  • 4,505
0 votes

Separate mesh by bodies, not by faces

one possible way is adding one edge by selecting these two vertices and press F: and then do A > P > L and separate by loose parts. Then you can delete the edge afterwards if it bothers you.
Chris's user avatar
  • 61.3k
0 votes

Simplifying complex object

I would suggest you try the Decimate modifier in the modifiers tab. Leave it on "collapse" and play with the ratio slider. You can also play with the Remesh modifier. Try using Voxel mode, ...
Xylas Quinn's user avatar
4 votes
Accepted

Converting triangles to quads

You could use this topology instead:
moonboots's user avatar
  • 160k
2 votes

How do I separate parts of a mesh but keep them as one parented object?

Each face of an object is assigned to one material slot (unless the object has none, in which case all faces will become assigned to the first material slot added to the object), and an object can ...
TheLabCat's user avatar
  • 6,484
1 vote
Accepted

Why is my cube disappearing when I add a difference boolean with a mesh created from text?

(Using Blender 3.6.8) The "Text" object is not a manifold: To check that, use the menu entry Select > Select All by Trait > Non Manifold. Consequently, the Self Intersection option is ...
StefLAncien's user avatar
  • 4,374
0 votes
Accepted

Why does my mesh look like this?

Your mesh is a mess with flipped normals, overlapping vertices and faces, etc, you need to model a clean mesh.
moonboots's user avatar
  • 160k
0 votes
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Mesh dissappear in object mode using rigify

Turns out, the tail was assigned to 3 different armatures Just deleting the problematic armature solves the problem
David McTravord's user avatar
3 votes

Retopology with vertex paint

You can transfer Color attributes between objects with similar surfaces but different topology using the Data Transfer modifier: Above, a color attribute on vertices, called 'vc_smiley' is ...
Robin Betts's user avatar
  • 77.3k
1 vote
Accepted

Cleaning up topology and hiding lines when shader auto smooth

(Using Blender 3.6.8) The fuselage is indeed "interesting". There are many issues to solve before trying to improve the shading. In Edit Mode, the menu entry Select > Select All by Trait &...
StefLAncien's user avatar
  • 4,374
4 votes

Retopology with vertex paint

You can't. Vertex Paint assigns a color value to each vertex. When you quad-remesh an object, many of the vertices are removed and replaced, causing the loss of color data. For instance, consider Bob ...
aidan-j-rhoden's user avatar
0 votes

How to zoom very close for mesh repairing

So many answers! But, if you would like to zoom in on a specific part of the mesh, you can hover your mouse cursor over the point you want to zoom in on. Then you can press Alt+MMB (Middle Mouse ...
Kid With Glasses's user avatar
1 vote

How to zoom very close for mesh repairing

Pressing . on your numpad will move your focus point to whatever you selected. It's one of the most important features IMO, super useful!
EggyRepublic's user avatar
0 votes

How do I snap object edges to other object edges?

You can use snapping: Select both objects and enter edit mode Select a wall vertex and shift-select the corresponding grass vertex Perform "Snap selection to Active", for example by ...
coCoKNIght's user avatar
0 votes

How to zoom very close for mesh repairing

The default zoom (focal length) is 50mm. In the View menu N, change the focal length to something like 200mm.
user2227624's user avatar
0 votes
Accepted

Mesh distorts while posing despite weight paint

You need to select all the vertices head in Edit mode and Remove from All Groups. The weird thing is that you need to do it twice (???!?). Then assign to the vertex group called headneo. Also don't ...
moonboots's user avatar
  • 160k
0 votes

Why is my mesh showing these splits when changing pose?

Switch your mesh to Edit mode, select all and press M > Merge by Distance.
moonboots's user avatar
  • 160k
2 votes

How to see character

I'm not quite sure what you are talking about, but it sounds like you want to download and use the character in the image's background. Her name is Ellie, and the character is from the Sprite Fright ...
Kid With Glasses's user avatar
4 votes
Accepted

How to animate/increase scale of instances on points one by one, using geo nodes?

you can use this nodes setup: to get this: So by using the instance index and the frame, i fill in the map range node to control the from and to value for the frame, and i scale the instances from 0 ...
Chris's user avatar
  • 61.3k
0 votes

How to subdivide many complex meshes?

You can use Control + T to triangulate all faces selected, instead of manually using the knife tool. This will convert all faces to tris, removing any n-gons. Then, a subdivision surface modifier ...
aidan-j-rhoden's user avatar
0 votes

Right click won't bring up the Object Context Menu

Click on the Object then hit Right Click
Sharktyson's user avatar
5 votes

How can I create a wrinkled cloth style frame?

You could create a plane, subdivide it, switch to Sculpt mode, choose the Pose brush, Deformation Target: Cloth Simulation, Deformation: Squash & Stretch: Increase the brush size with F then LMB ...
moonboots's user avatar
  • 160k
0 votes

Align origins to bottom of objects

I was just trying to do that, I got through by setting transforms to only origins, copied the lowest Z location of where I would like the multiple origins. With everything selected I add a Limit ...
Ansel Wiltshire's user avatar
1 vote

Slipt a low poly terrain into multiple blocks

(Using Blender 3.6.8) You can add a Grid, delete faces only to keep edges, then use this object with Knife Project :
StefLAncien's user avatar
  • 4,374
1 vote
Accepted

Creating curves that blend into flat sides?

You could begin with this shape (mirror it): Move the edges to get that: Add some edge loops: Bevel the edge loops to round the shape: Same thing for the perpendicular edge loops: Result:
moonboots's user avatar
  • 160k
4 votes

Mesh turned Black in Sculpting Workspace

You have masked your object by accident, press AltM to unmask.
moonboots's user avatar
  • 160k
2 votes

Can I select and bevel the top edge of the letters in this model?

You could redo the topology this way: Select the faces facing upwards with ShiftG (Select Similar) > Normal: Only keep the top faces, press X > Limited Dissolve to simplify and separate the ...
moonboots's user avatar
  • 160k
2 votes

How can I select all edges that form part of a square without a face via python?

How to find a hold with only 4 edges ...
X Y's user avatar
  • 5,793
5 votes
Accepted

How can I select all edges that form part of a square without a face via python?

I found a solution. First I select all the edges that have only 1 face linked to them and then check that all of the vertices have exactly 4 edges linked to them: ...
Megan Love's user avatar
0 votes

How can I select all edges that form part of a square without a face via python?

Select a hole (4 vertices) ...
X Y's user avatar
  • 5,793
4 votes
Accepted

How can I remove a point of junction and reconnect 2 meshes via python?

Angle based method There is a n-panel button you can test it. ...
X Y's user avatar
  • 5,793
1 vote

How can I remove a point of junction and reconnect 2 meshes via python?

Assuming that you're doing 2D, verts with no intersections other than that junction, this might cut it. ...
jupiterbjy's user avatar
0 votes
Accepted

Create faces (fill) between multiple vertices

You should work with less vertices, it would make it simpler to modify. First thing select all and press ShiftN to recalculate the normals (because half of them are inverted), then fill with F and ...
moonboots's user avatar
  • 160k
3 votes
Accepted

Objects are falling outside instead of inside when using rigid body

Check your face orientation: Blue is good, red is bad. Select all cones Press Tab to change to Edit Mode Press A to select all Press Shift+N to recalculate normals In Object Mode select all cones, ...
Chris's user avatar
  • 61.3k

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