To fix an overly subdivided mesh, try adding a Decimate modifier.
Try all the 3 options to see what works best, however often simply using "un-subdivide" with a couple (or more) of iterations will do the trick.
It's best to be in object mode - wireframe preview to see what the modifier is doing.
Your question is a bit terse, but if I'm interpreting correctly, you can select the mesh with the rotation you want and then the object you want to transform (recover), and use the Object menu -> Transform -> Apply Selected to Active.
However this will apply EVERY transformation, including Rotation and Scale.
In Edit mode:
select all (shortcut A)
Merge by distance (shortcut M) and select by distance
deselect all (shortcut Alt–A)
Use the Select Menu to navigate to the Select all by Trait submenu and click on Interior faces
This will go a long way towards removing any duplicate faces. It may be that not all of the faces you want to remove are interior. The rest ...
You need one UV coordinate for every corner of a polygon. Fill in an array with your UVs with something like:
uvs = 
# Face 0
uvs += [
0.0, 0.0, # UV for first corner (vertex 0)
1.0, 0.0, # UV for second corner (vertex 1)
1.0, 1.0, # UV for third corner (vertex 2)
# Face 1
faces.append([2, 0, 3])
uvs += [
I did it!,
based on a comment on this post from 'batFINGER', suggesting to get the number of vertices using:
I initially thought of calculating the number of chunks that the terrain will need based on the returned value, however this would mean that it would only work on squair terrains.
However, moving off of this solution I ...
The topology might not be ideal for the quilted pattern.
The diamonds (quads) are surrounded by large N-gons, and the diamonds are duplicated. Removing the duplicated vertices doesn't help.
But if you add a Bevel modifier limited to the diamonds vertex group and a level 1 Subdivision Surface modifier you get a nice quad mesh:
I had no idea how you can ...
TL;DNR: You need to adjust settings that effect the accuracy of the simulation and you need to bake the simulation. Replay may not produce valid results. In particular, you may need to make sure that Is Planer is checked on your effector, and you may need to adjust the simulation resolution.
You could be missing any of several things. To answer your ...
This happens because of your cuts.
If you don't have the cuts, this happens:
So one solution would be to dissolve the edges near edges.
What you could try too is to change the modifier to complex and "play" with the merge value so you can get this:
You need to use all the modelling functions to create the geometry. In order to use them, you first need to learn them. This might take more effort and dedication than you expect, so being prepared for dedicating some time to it might be a good idea.
Going through these menus(in edit mode) and learning what each function does would help a lot with this kind ...
Select your object, shift select the object you want to copy the mesh from, press CtrlL (Make Links) > Object Data.
Or in the Object Data panel, in the top dropdown menu, select the mesh you want to replace with:
The technique in the video doesn't appear to work because the second half of the video talks about how to add an image for an old version of the Blender render engine that's no longer supported.
Here's a version that works in Blender 2.8x and Blender 2.9x for the Cycles render engine.
Create a sphere
Scale it up to the desired size.
Apply the scale.
I am not sure if this answers my question directly, but after doing some research, I read from this post that Stanford .PLY file can be used to work with Blender, and the project in the post output this format using positions of the particles.
I think the key is to figure out the mechanism of generating .PLY file from numerical data, since I haven't read ...
It may be easier to model those lines and details with hard surface than with sculpting. I don't know any addon that helps you to draw straight lines but when I sculpt I am using this:
It stabilizes your brush and make it easier for you to make straight and nice lines ,but it still takes some time to learn as well.
Maybe your topology is just too dense, especially near the folds. (That might be making duplicate verts, or other faults, harder to find, too.) You could start more simply, and then give the mesh a Subdivision Surface modifier. Below, all with Solidify. Only the outer surface is modelled:
All with Solidify, Bevel modifiers.
Before subdiv. 2. After Subdiv. ...
It is an artifact of the difference between what quads look like to you at the user interface and how blender actually represents them internally.
Add a Triangulate modifier to your cube and it will look like this:
That's because a four sided polygon, (a quad) is represented as two triangles (tris) in blender.
Whether you see the line or not depends on ...
Remove the diagonals.
With some minor pre-processing to make remove the diagonals and feed into answer of duplicate question How to combine multiple cubes with double faces?
The non diagonal edges of your meshes are marked as sharp, will use that to get diagonals which are not.
Dissolve the diagonals
Then this becomes a cube problem, below using script ...
I actually managed to get the answer from a friend more experienced with Blender.
Here are the steps
Install this plugin - https://github.com/rpopovici/mesh-utils/releases
Import model, transform faces to quads, then select the new "Overlapping" faces from the new option in the selection menu and delete those faces
After that distance merge ...
To cut through with the knife, press Z after you've pressed K. It won't work if you've selected 2 objects though. You could also use the Knife Project tool for the same kind of purpose, it would allow you to cut with a circle or with the shape you want. You could also link-duplicate your object and mirror it, so that every change you'll make on an instance ...
Blender considers ShiftD Duplicate, followed immediately by a transform, to be a single operation, which can be repeated.
So, with Transform Pivot set to '3D Cursor' at the middle of your wheel, and Snap settings - 'Snap To': Vertex, 'Snap With': Active, and set to influence at least 'Rotation'.. this would be the quick hack, in Vertex mode, with your ...
(moving from Extracting surface from mesh with interior geometry)
Interesting question, I played for a while and just couldn't find a scriptless solution: I'm bad with Remesh modifier, so I'd love to see this problem solved with it by someone else, selecting everything from all orthographic view presets will not select faces of holes that are ...
I moved this answer here
I thought of adding support for triangles, but OP's own answer removes the triangles anyway, and merging doubles is tricky if there are overlapping squares that are triangulated inconsistently (well, maybe not very tricky but still more steps watering down the gist of the solution).
Everything worked fine for me, after A, F3 "...
Your bevel makes faces overlap, you should better start the modeling with a simple shape like an octahedral (or a shape that fits the profile), extrude, etc, it will make the modeling much easier and the object lighter:
I first thought it was a "flat" mesh but it looks actually 3D, so in that case the knife tool, as suggested by Chris, is probably the best solution: Use K to activate, then Z to cut through. You can also try J to join the vertices.
If it was a flat mesh, you have an addon called EdgeFlow made by Benjamin Sauder that allows you to align edges (I don'...
I think the issue is because apparently the side of your model is a N-gon - it has more vertices than 4. Before bevelling, connect the vertices on the top to the bottom with the knife tool, so you will have an edge that goes around the model. Then, bevel.
Oh, after you bevel, used the sculpt tool to make it more round. Or instead of bevel, add some loops ...
Okay, if what user Gorgious commented on my question is indeed true, there likely isn't a direct way to assign a vertex to a variable. At least not in a stable way.
I would still appreciate to be proven wrong though.
So I decided to switch to an indirect way, which is:
We give vertices some kind of tag, and then later identify them by their tag again. This ...
if it is a human being or just a being for a game it would be better to have separate parts, which would make better animation, by adding limbs, and other body parts, if you used simply one part it would stay harder to keep modeling it ingame a lot, therefore everything still has a problem, instead of with many parts (5 - 15 should be enough) you would need ...
1. Why don't use Mirror modifier?
Mirror has an option "Mirror object". You can set here a central part of your plane or add an empty:
2. Linking object.
If you want to keep left a right wing separate, maybe it is a good option.
Copy one part of the ring with linking (Alt+D) then mirror it using Ctrl + M
Two objects will be separated, but geometry ...
Let's say this is your mesh:
Create an object that will be your bandage, boolean it with your inital object:
Go into Sculpt mode, choose the Draw brush, put the Strength at 0, enable Dyntopo, sculpt, it will make the shape merge:
You can fake this using the strength parameter of the Lattice modifier:
Here's a cube inside the lattice with the Strength set to 0
Strength set to .5
This will help you if you're trying to use the lattice in an animation, or just to leave the object alone while you're working on the lattice.
I cannot see any surface flicker and I rendered one frame using your file perfectly fine with no issues, so from my experience I can think of 2 possible scenarios here:
There is something wrong with your GPU drivers and it glitches while rendering. In this case update the drivers or try CPU rendering. I don't think this is a very likely scenario.
You are ...
To elaborate a little bit more on Crantisz' answer...
Here's a reproduction of a part of your geometry, using solidify without fixed thickness:
Light blue area represents what you want and what fixed thickness will achieve. Notice how the solidify reaches exactly the tips of the blue lines - this is because, well, I adjusted the thickness for that to be the ...
Solidify is not a perfect algorithm, which can handle every model.
For example, the things that you have pointed. If you solidify a plane, it goes like this (let's name it "plane"):
If you solidify an edge, it increases the thickness at the corner to save distance to face at same level (let's name it "edge"):
problem started then you ...
If you start Blender from the command line you get this:
TypeError: an integer is required (got type list)
Traceback (most recent call last):
File "\Text", line 59, in
File "c:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\modules\bpy_types.py", line 485, in from_pydata
ORIGIN TO CURSOR in edit mode
obj = context.active_object
loc = context.scene.cursor.location
me = obj.data
mw = obj.matrix_world
#move verts "back" (in prevision of next operation)
local = mw.inverted() @ loc
ml = Matrix.Translation(-local)
bm = bmesh.from_edit_mesh(me)
I would use the Skin Modifier. The vertices needs to be connected with an edge. The radius can then be adjusted with skin resize in Edit mode at the vertices.
To add a skin modifier and sds modifier gives of course rounded ends.
To have flat ends, don't use SDS directly. But apply the Skin Modifier. This gives you a box mesh. Then in edit mode remove the ...
Just after posting the question I figured it out myself. And yes there is a graceful way without having to go into edit mode and edit each and every plank. It's Blender afterall. The answer is - 1. Join every plank (Ctrl+J) 2. Add boolean 'difference' using the boat as the object. 3. Once it cuts the "boat" shape from the "plank" just ...
The same number of vertices is not enough, they have to be listed in the same exact way internally, so shape keys have to share the same exact topology of their base shape (edited or sculpted or altered as vertex location only).
An useful trick is to morph both obiects toward a standard object (like a sphere) and use it as "middle" point.
As Haarigertroll says you could use a map instead (Bump or Normal)
But if you want real 3D, as explained somewhere by Robin Betts, you can first delete the topology with X > Limited Dissolve:
Then create a grid, delete only faces, put it in front of the object, choose the orthographic view, select the grid, shift select the object, go in Edit mode, in ...
Yes there is but I am not sure if it will work on already bent and extruded text (I use it before solidify/extrude)
You can create your text, shrinkwarp it around your object and then before extruding go to:
Select all your faces of the text and use:
It will recalculate your faces in much better way, It always work for me when I have to make text or numbers....