Tapping C while using the K knife tool will constrain it to 45 degree increments with respect to the view, and in this case, we can align the view to the desired cut.
Select the face you want the cut to be aligned to, and hit ShiftNumpad 1, or Shift Numpad 3, depending on your working object-axis.
Now the view is looking straight across the face, you can ...
You can use the Bevel tool.
In Edit mode, select all the edges you want to be rounded.
Hit Ctrl+Shift+B to initiate the tool.
Adjust the offset (radius) of the rounded corners by sliding your mouse.
Adjust the number of segments (subdivisions) you want with the mouse wheel. The more there is, the smoother the corner will be.
Validate the operation with a ...
Here is a try, I've created 2 envelops that contain the rocket, they are lightly deformed by a Displace modifier, and I gave them a variation of the same kind of material, which is basically a mix between Emission and Transparent, and a Noise as factor, that is stretched on the length, and moves with an empty as Object in the Texture Coordinate. This Mix is ...
One way you could do something like this is with a Cloth Simulator, combined with a shader.
Start by setting your object at a desired angle, and then adding a plane above it. The plane should be subdivided - I find 100 subdivisions works just fine.
Enable cloth physics for the plane under the Physics Properties tab. Also, you must enable "Collision&...
There were three main issues with you non-manifold mesh:
Faces going through other faces - You need to reconnect them vertex to vertex.
Disconnected edges (with gaps) - hard to notice, check for non-manifold vertices
Holes in mesh - just fill them through Vertex > New Face (F)
To check for non-manifold geometry try this:
Select > All by trait > ...
Via a script
Select the object with the solidify modifier (and only a solidify modifier) and run script. Creates a new object with only the faces created by the solidify modifier.
context = bpy.context
dg = context.evaluated_depsgraph_get()
ob = context.object
bm = bmesh.new()
There is a lot of "fixs" for this problem. For me, this one do the trick Blender (2.83 y UE 4.20):
"As things stand right now, the importer for fbx is effectively patched (a nice word for hacked) to allow as exception for Blender made fbx files if the name of the root node is 'Armature'."
Tricks to get this to work:
Apply object scale then extrude.
Select vertices/edges around the edge of the plane/circle and extrude.
Change the edit mode select mode to "edges" instead of faces or vertices and select the edges then extrude.
Hope these tips answer your question.
You could Toggle X-Ray, located in the 3D Viewport Header. Or click the little downward pointing ">" icon to open the Viewport Shading panel and check the box next to X-ray. Or press Alt + Z.
As stated by moonboots, in the Viewport Shading panel you can also change the amount of transparency.
(moonboots comment was quite adequate but i though ...
Use booleans. Create the object that you want to cut. (Make sure it is one mesh), and add a Boolean modifier. Then create another object. This will cut out of the original one as the Boolean will calculate the intersection between those two and remove it. Now all that's left to do is move the cutter to where you want it to be, and then hide it from ...
The process is rather simple. First take your torus knot, select one edge loop and press P to separate by selection. Then you are left with 2 objects - the Knot and the "loop"
Then, you can delete the knot, leaving only the edge loop (if that's what you want). Select the loop and convert it to a curve.
Then, add the mesh you want to repeat along ...
This will work only if all your objects share the same origin and have their transforms applied. Otherwise you will have to convert them using their transform matrices.
Similar to this answer.
We will use itertoolsand itertools.combinations to generate the wanted combinations.
Then use the bmesh module to concatenate the meshes. (Very important ...
One obvious solution seems to be snapping.
Select the road, and put 3D cursor there (Object > Snap > Cursor to selected)
Add > Object > Plane and set it's size to 9,012 meters. Now we have a measure.
Enable snapping to Vertex > Closest.
Move the rail along X axis and snap it to one corner of the 'measure' plane.
It will be exactly 9m from ...
You'll need to do three things :).
1. Create a separate UV map for each texture (3 in total).
Only faces you put inside UV bounds will be used. Faces outside bounds will be ignored.
2. Connect a different UV map to each texture (use the UV Map node).
Set textures to Clip, so they don't repeat.
3. Combine the textures using Mix RGB nodes set to Add, fac=1.
You can animate [render visibility] with Keyframes. The graph window can show render visibility of multiple objects at once. This may address part of your issue. Other people can address other concerns or you can submit a different question.
Of course in Blender there are always 33 ways to do something. You can use layers as well or simply move an object ...
The chain is just clipping through the sphere. You should make it in a way that is actually realistically possible so what you could do is put a whole through the sphere so that the chain can hang from there.
With Blender 2.8+ you can use the Auto Merge Tool to insert a vertex between intersecting edges.
Just enable the option Auto Merge and Split Edges & Faces in the Tool Shelf, then select a vertex and move it. Upon placing it down the tool will create vertices between the connected edges and the edges intersecting them.
If you don't want to move any ...
Since a mesh can only have a single fluid sim applied to it, it is not possible to have both a fluid and a gas simulation at the same time. Instead, you need to add an additional mesh that can follow the fluid simulation to host the gas (smoke and fire) simulation.
Start by setting up and simulating your fluid. Once this is complete, create a new mesh (eg, a ...
Use Limited dissolve
Mode: Edit Mode
Menu: Mesh ‣ Delete ‣ Limited Dissolve
This tool can simplify your mesh by dissolving vertices and edges separating flat regions.
Reduces detail on planar faces and linear edges with an adjustable angle threshold.
Always dissolve vertices that have two edge users at boundaries.
Problem is TV screen topology (not Material or assigned Armature). Screen is ngon that doesnt have enough geometry in surface.
You have curved edges, but there is not an information how to model surface. So blender generates some :)
In viewport it looks flat ...
... but for rendering are ngons triangulated. What Happens with surface when rendered you ...
First, let me explain what the different texture images are:
Diffuse - A normal picture of the material
Albedo - The color of the material (diffuse minus shadows)
Ambient Occlusion (or just AO) - The shadows of the material
Displacement - A depth map of the material (white = high, dark = low)
Normal - Which way the each point on the surface is facing (next ...
I believe from looking that they are separate meshes, in which case you must join them with Ctrl-J and then you should be able to weight paint it, if not you could separate the eyes and parent the separated object to a bone so that it rotates as if it were attached (but this would not morph the mesh like regular bones would).
Another way you can do this is by just using Python. (Don't use this way, unless you have to. This will increase your memory usage every-time you scrub the time-line and the memory WILL NOT GO DOWN!!!)
Notice the memory usage!:
Python code to run:
# Deselect all
To avoid mixing context and handlers together as @batFINGER mentioned a workaround is below.
Combine some Python code with the Animation Nodes plugin.
Python Code Used in eq_2:
# mesh arrays
verts = 
faces = 
# mesh variables
numX = 50
numY = 50
# fill verts array
Nothing seems wrong here, it's just some z-fighting between your edit mesh and the subsurf mesh.
Z-fighting is when two faces (in this case, the edit mesh face and the subsurf faces) occupy the same space, so they "fight" over which one gets rendered first.
Swap out the mesh
Just like the font change handler is swapping out the body of the font, ie the data part of the text object, can do same with meshes.
Proof of concept
Use the create surface operator to create an object stepping along v changing the steps and the point to step to, max.
After each call, save the mesh, remove the object.
Script to create the ...
Another geometric option:
Start in the flat, giving a plane a couple of shape-keys, expanding the size of a deleted inset face.
Using a Subdivision > Simple, and 2 Simple Deform > Bend modifiers, bend the plane into a torus.
Now, sliding between the shape-keys will increase the size of the rectangular window.
You can deform the mesh permanently by applying the Armature modifier on the mesh object.
If you want to retain the non-deformed version, you can duplicate with Shift+D, hide the original as a backup (H), then apply the modifier. It's handy to make a "trash" collection for cases like this; You can use the M key instead to send backup objects to the ...
This can be done by building the torus from 8 different vertex objects, each with 2 Screw modifiers.
One Screw modifier for making a circular section of the torus, and another one to rotate or loop this circle around a center (with an offset) thus creating a torus. The torus turning into 2 rings, and the 4 corners of the hole, warrants the total number of ...