14

If I understand your goal, you can do this in one go. Select all outer edges (even the horizontal one) Bevel them with Clamp Overlap checked (Shortcut: C) Merge double vertices (Alt+M > by distance)


6

The fields you are trying to change are green which means they are animated by corresponding keyframes. (These keep you from changing anything that is not part of the animation, unless you add or remove keyframes). Most likely scale is not a part of your animation and you can delete these keyframes to regain control over the scale. Right click the fields and ...


4

This is fundamentally impossible because (surprisingly!) the platonic tetrahedron is not space-filling. The dihedral angle of two adjacent faces of a regular tetrahedron is arccos(1/3) ≈ 70.53. So if you put 5 regular tetrahedrons together it makes 70.53*5=352.65 which is not quite the 360 you would need to fill space.


3

First suggestion: work under an Array modifier, based on a rotated Empty at the wheel's center. That way, all adjustments you make to one cog will be reflected in all the others. But you could make a reasonably quick selection: Select one of the edges of interest ShiftG > select similar > direction In an orthographic view, using circle-select, enclose ...


3

You can use Checker Deselect for this. Select all the edges around using Select > Edge Rings Deselect one of the edges (Shift + LMB) to break the loop Use Select > Checker Deselect (play with the values, and adjust offset if needed) Add that one edge to selection (again using Shift + LMB)


2

Thanks to Jachym Michal and Duarte Farrajota Ramos, I made it! Blend File: https://www.dropbox.com/s/506fid913jgkfos/yin_yang_sphere.blend?dl=0 The procedure is as follows: Add UV Sphere (Radius = 1m) Add Plane (Size = sqrt(2), RotationX = 90) Select Plane -> Convert to -> Curve from Mesh/Text Edit Plane -> Extrude vertex to make square with ...


2

Tried with a Cube and seems to be working. But there is one thing that could be good to discuss with developer of this addon on Blenderartists Cube Object Dimension set 0.2 m Object Scale is always better to have a 1 (Apply Scale Ctrl+A) Addon press Unfold or select edges press Mark as Seam and press Unfold Export (or skip for now) Model Scale 1 Page ...


2

As you suggested, you can use Simple Deform modifier for this One modifier set to Twist for the spiral Angle around 1080° for three twists, and use limits to move it up/down Second modifier set to Taper, and adjust to your needs.


1

To get proper fog in EEVEE, surround your scene with a cube, and attach a Volume Scatter node to the Volume output. Make sure no surface is connected. In the image I use below, I multiplied the view distance by a very small number (.00004 - it says 0000 in the pic, but that's just because I used too small a number - it won't even show it until you click the ...


1

You need to use the DISPLACE modifier on the plane you want the SHAPE of the image. You'll mesh will need a lot of geometry to be able to show the shape of your image. For a detailed explanation on the setup read: Displace Modifier on an object


1

Check the scale of your model. For realistic simulations you really need to fit to real-world scales - so it should be, say, 1m top to bottom. Don't forget to 'Apply Scale' on your mesh (otherwise it will still behave at its old size). I'm not familiar with the 2.8x cloth settings (I'm more used to 2.79) but 5kg vertex mass would seem way too high. If my ...


1

Select objects, press Alt+P.


1

In Edit mode, Select all vertexes, Then press S, Y, 0 This combination scales vertexes to zero on Y axis, and will make faces completely flat in x-z plane


1

I have modeled many dinosaurs myself; I started out using the approach you're saying the course used (and that approach is still valid), but I have come to prefer the approach used in the youtube video; I just think it better compliments the shape of the hipbone, which you can see a 3D recreation of here:. The former approach will lend itself to making that ...


1

I think the best way to achieve something like what you are trying to do, is using the Bool Tool add-on. Activate the Bool Tool add-on (ships with Belender) by checking its box in the Preferences window. In the 3D Viewport press N, click the Edit tab and click on Bool Tool to extend the menu, if it isn't already. Then right click the collection in the ...


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