A message from our CEO about the future of Stack Overflow and Stack Exchange. Read now.

New answers tagged

0

According to the Blender Manual: Meta objects are nothing more than mathematical formula that perform logical operations on one another (AND, OR), and that can be added and subtracted from each other. This method is also called Constructive Solid Geometry (CSG). Because of its mathematical nature, CSG uses little memory, but requires lots of processing ...


2

You can set Shapekey B to depend on shapekey A, and shapekey C to depend on shapekey B.


1

This is called the knife tool in blender. Shortcut K by default. You have to be in edit mode to use it.


1

I'm not sure that's the best way to go about that issue, vertex animations are a lot of trouble, it's better to use a wave modifier to get that result.


2

You can select one creased edge, then use Shift G "select similar, crease" , then assign them to a vertex group for faster selection.


0

the Toolpanel (t-key) have no Join tool maybe you lock for. But operator exist in the edge or vertex menü to solv your problem. Mouse rightclick brings a compact menü with operators but depense on the select modes you choose (vertex,edge,or face) . and left click or rightclick 2.8 Mode you use and choose . It could be that joining from a vertex to edge ...


0

I'm not familiar with Spark Ar, but maybe this can help you out: https://www.reddit.com/r/blender/comments/3nfr7c/export_only_vertices/


0

I actually discovered a way to fix this: moving the origin point of the sphere to the bottom. Now it moves up and down on the origin point.


4

@cegaton is right, instancing is almost certainly the way to go.. but just to explore some operators, and the way they automatically select on completion .... With Orientation set to 'Normal' and Pivot set to 'Individual Origins' Select top and bottom edges Right-click menu 'Subdivide' with the number of grooves per face CtrlB bevel with 2 segments ...


1

Add a cube and scale it along Z axis; Select vertex pairs and merge them center; Extrude edges of the opposite face by the same amount; Use array modifier as mamy times as you want.


7

Change the Pivot point to individual origins Also. when you find yourself doing the same thing on many similar pieces, it is time to think of using instancing or arrays, so that you edit only one object and the copies are changed as well.


0

If you select armature A, then shift select Armature B, then press Ctrl J, they will be joined into a single armature called B; so you have to set your mesh constraints to look at armature B, not A.


0

Did you apply scale to the rig/armature after re-sizing the armature? If you don't apply scale (Ctrl+A) the mesh will not follow it. Or are you trying t o"join" them together? Ctrl+J.


0

I the toolbar on the right, click on the Scene Property tab (the fifth from the top), open the tab Units, then select the units you want (Metric or imperial), then in Length choose the base unit (Meters, Centimeters, Inches, Feet...). To get the size of the room right, you could sketch it with a few cubes/planes. Add a Cube/Plane, then press N to open the ...


2

Start with a cube, enable the measurement overlay so that you can see the dimensions of the object. Scale the object to the size you need.


0

Just set Blender to the metric unit system. Properties panel > Scene > Units You can then choose between meters, milimeters, centimeters, etc.


0

Vertex Groups may be what you are after? Found under Context


0

You could use magnet and snap on faces, that will get you a result like a metaball where it extrudes when you move an object within an object. There is a proper tweak to it where you have to bevel the edges of the object touching the faces and shrinkwrap it and use data transfer to the source object.


0

For the scene global coordinate system, multiply by the object's world matrix: myObj = bpy.data.objects['testObj'] print (myObj.data.vertices[0].co) myObj.location = mathutils.Vector((1,3,5)) print (myObj.matrix_world @ myObj.data.vertices[0].co) # <----


2

You are subdividing an N-gon Faces with more than 4 edges are called n-gon. While subdividing a quad based topology leads to a subdivision of the face in four quadrants for each face like you expect, n-gons have a non trivial solution to the subdivision problem. The solution of the operator implementation is to subdivide the external bondary edges. You can ...


3

Blender is subdividing the edges on the outer edge of the face, but it isn't filling in the grid tiles for you. If you want to fill in the top face with a grid using the subdivided vertices, first delete the top face. Then select the top edge loop, and press Ctrl+F then select Grid Fill.


3

You have to understand that the curve modifier displaces vertices depending on the relative distance to the origin of each object. Also, it is good practice to apply your scale when working with modifiers. If you don't, the values in the modifier won't reflect reality. It is also good to apply rotation when there is no benefit in having one, else you will ...


2

bmesh equivalent Using bmesh can manipulate a mesh in either object or edit mode. There is generally a bmesh operator equivalent of bpy.ops.mesh... in this case bmesh.ops.subdivide_edges() Subdivide Edges. Advanced operator for subdividing edges with options for face patterns, smoothing and randomization. An example of 1 cut subdividing all ...


8

Use proportional editing. (or press the O to enable and Alt+O to disable) and use the mouse wheel to determine the radius of the tool. Proportional Edit is a way of transforming selected elements (such as vertices) while having that transformation affect other nearby elements. For example, having the movement of a single vertex cause the movement of ...


4

Looks like you have a subdivision surface modifier on your cube! This will subdivide the mesh as you model it. You can remove it in the modifiers tab.


2

Assuming this code is being run from a default scene, just after creating a new Plane, your context is incorrect. Subdividing a mesh requires Edit Mode, which can be achieved with the following lines of code: bpy.ops.object.mode_set(mode="EDIT") bpy.ops.mesh.subdivide(number_cuts=1) bpy.ops.object.mode_set(mode="OBJECT") Also keep in mind that your plane ...


0

Go into edit mode. Hold your cursor over one of the long edges and hit 'Ctrl-R' to add an edge loop. See where that loop is added. If it stops at the edge of the triangle, that is OK. Keep adding edge loops between the top and bottom 'curves.' If the edge loops stopped at the triangles, do the same to the right and left 'legs,' with the same number of edge ...


2

Well, you could build the symmetrical elements first using the Mirror Modifier first. Then apply the modifier, and work on the asymmetrical elements. Edit Ok, based on that additional info, here's how you could go about doing so: Create the first cylinder with the cuts. Then duplicate it, and flip the second one so that the insets are facing each other. ...


1

A non-destructive solution, provided the object is only one face with no inside edge : Add a Wireframe modifier Check "Boundary" Uncheck "Replace original" Set Material Offset to 1 In the materials tab, make sure the material for the inside is in the first slot and the material for the boundary is in the second slot. Add a bevel modifier Set segments to 5 ...


1

This happens because of blenders shading methods when you use a subsurface modifier the loop cuts are so close together , so blender can't figure out how to shade it a simple solution is to use less details (Loop cuts) and a better topology (Loop cuts that follows the bending of the car surface here) so here it should going from one side and bending in ...


4

One simple way is to duplicate the object (press Shift D, then Esc), enter edit mode, select all and press X to delete Only faces, then add a skin modifier, set the size of the quad border with the "Mean radius" X and Y values of every vertex, then add a subsurf modifier to get the resolution and roundness you need. Afetr applying all modifiers (always ...


-2

Use this addon. Enables animating almost everything.


1

Try the 3D-Print toolbox add-on. Open the Analize tab and use the Check All to find problems like intersecting Faces, Non manifold Geometry, Non Plannar Faces, etc. Some of the problems you can fix with the Clean Up tool.


1

Reset Delta transforms to default values before other operations. Then you can move, rotate scale the model in object mode as you want; then press Ctrl A and choose Apply All Transform.


0

Maybe I did not get your question right, but Ive made a test with Suzanne (Monkey Head), I scaled it up, and rotate it in X axis (in Object Mode), then I go to the Object tab in the viewport, and Apply all transforms. The Head is still at the size I resized, Location, Rotation is set to 0 and Scale to 1. You mean that in your case, while your applying ...


1

Look at TinyCAD, aside the for me only downside that the edges need to be in the same mesh, it should be the perfect solution for you. It comes with Blender and can be activated in the preferences. In your case i then would: Create a duplicate of the edge from the lower object with Shift+D Leave it in place by pressing RMB Separate by selection with P ...


3

I think the issue is with your mirror modifier. You're using the Mirror Modifier to mirror the car's left side to the right side (or vice versa), but since you've dragged some of the edges/vertices across that mirror line, the mirror modifier is duplicating that, creating overlapping surfaces. Disable the Mirror modifier visibility to see exactly what it's ...


3

This is called non-planar geometry. Shading issues are typical for such faces. To make it planar, just scale it along it's Normal to zero.


3

Blender 2.79 : you will find these options in User Preferences: File > User Preferences > Themes > 3D View > vertex colors and vertex size :


0

Enable the Add Curve: Extra Objects plugin. Then do Add->Curve->Cuve Spirals> Archemedean. Set the height, turns and steps you need. To make the curve visible and thicker set the bevel depth to whatever you like.


4

You have successfully separated the objects, but they share a single material. This is indicated by the number of users next to the material name. In order to create an individual copy of the material for the active object, click on the button with the number.


0

You have to click on the left bottom side tab that pops up when you add a cabinet. Click on that popup tab called Cabinets and you will get your properties.


0

As you can read in edit mode, your base vertices do have some weight relatively to many bones, so of course they are moving. If you want them to stay still, select all of them and remove weight from all vertex groups. Another more usual way is to create a "tentacle base" bone and weight them to it. Remember that even a very little weight, if it's not "...


2

You were on the right track with subdivision :). One way would be to use the Subdivision Modifier Then just add some loopcuts, to get the shape you want. Add the Subdivision Modifier. Add some loopcuts, to get the shape you want. And you're done. That is one weird piglet


1

you can't make an object smoother without adding more vertices. You can do this automatically with the subdivision modifier, or by hand by adding loop cuts (Ctrl + R) or subdividing certain edges. There is also a Subdivide Smooth option, that tries to estimate a smoother version. but it doesn't always look great but allows you to manually adjust things ...


2

So how I ended up doing it was, I extruded the circle straight out and then added a whole bunch of loop cuts to the ectruded circle. I then selected the desired circle of vertices and then moved the circle up using proportional editing. It worked beautifully!!


3

First shot: Ctrl A > Apply the scale of the cube. (bake the scale into the mesh). Each iteration of the array will inherit the transform of the original, and apply it again, recursively. You want that for the rotation, but not the scale.


0

Most definitely a glitch, because the only other instance I know of something like this happening is when a cube I added in POV-ray rendering disappeared in edit mode because a certain script wasn't installed. Try re-opening Blender, and if that doesn't work, then you may have to uninstall Blender then re-install it.


9

Add a vertex at the middle of the triangle. You will need an extra edge loop at each of the horizontal and vertical edges.


1

Missing unwrap By default image textures are mapped with UV texture coordinates. This means that , even if you don't see any input node for the Vector socket of your Image texture node, you should assume that your UV map is being used for spreading the colors around. I wild guess that you don't have UV unwrapped your mesh yet, so there are no proper UV ...


Top 50 recent answers are included