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I'm adding another answer because things have changed with Blender 2.82 (which is still in alpha and can be downloaded here). Namely, you can now use pressure inside cloth volumes, including negative pressure. This makes it much easier to simulate a vacuum sealed pack accurately: Enable Physics > Collision on your target objects Model a mesh representing ...


5

There isn't one right way of doing this. Do it whichever way suits your needs best. :) Theory There are two basic ways of joining objects in Blender: Join into one object CTRL+J consisting of multiple meshes (easy to separate). Join into one mesh, with all vertices manually connected (seamless appearance). Both ways are correct. It depends on your model. ...


2

Your issue comes from Scale transformation that is set to x=5 y=3 z=1 now. To fix the issue go to Object > Apply and choose Scale... ... scale transformation become to x=1 y=1 z=1 ... issue is gone. For more info see Manual. Quite important is to understand transformation hierarchy. Modifiers are calculated first, object transforms after that. It means ...


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Select object in Edit mode, press Ctrl + F > Tris to Quads, and set the Max Face Angle and Max Shape Angle to 179 in the tool options. Go to Object Data Properties > Geometry Data and click Clear Custom Split Normal Data And finally, In the same tab, under Normals drop down menu, click Auto Smooth That should take care of it, hope this helps


2

bpy_extras.object_utils.world_to_camera_view Use the world to camera view method to map to image coordinates, similar to a UV with 0, 0 the bottom left hand corner, 1, 1 the top right hand corner. The z component is mapped to 0 and the width scaled such that the projection image has width 1. Using the half angle tangent of the camera angle, moving such ...


2

You need to bevel Edges, not faces. How to: 1) Remove unnecessary geometry (to prevent ugly topology later) 2) Bevel the edges 3) Finish your geometry 4) You're done. 1) Delete faces Remove unnecessary faces with Delete > Faces, to prevent n-gons. 2) Bevel edges Select your edges and bevel them. Adjust width and number of segments as you need. 3) ...


2

It's perfectly reasonable, actually, desirable, to model mechanically separate parts of an object as separate parts of your mesh. So the junction between the steel section and the ridged handgrip would be fine as separate mesh sections. Even so, in this case, I would probably duplicate the lower end of the top section and use the duplicate as the upper end ...


1

In general: Establish your Pivot (transform origin, somewhere in the mirror plane). This probably involves ShiftS snapping the 3D Cursor to a known point, or the median of some selection, and setting the 'Pivot' to 'Cursor'. Establish your Transform Orientation, either using the View, or more likely a Custom Orientation (the '+' at the right of the ...


1

Ronin, I've taken a look at the model, you have a simple vertice problem which is solved like this: Select vertice 1 and then select vertice 2 Hit Alt + M and select "At Last" to merge at the second vertice Do this for both of these, and your problem should be solved I would also recommend deleting these faces as they are only taking up vertice count ...


1

You can do this from the new file dialog in Blender 2.81. Just right click the file you want to delete and select Delete from the context menu. Or as with everything else in blender, select the object and hit X


1

Why to fix something that is not broken? Life is short :) create from top and bottom faces n-gons (F) and Bevel (cmd+B) Bevel Modifier + Smooth Shading + Properties Editor > Object Data > Normals > Auto Smooth


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The boolean modifier is only available for meshes. You would have to convert your nurbs objects to meshes. Probably not what you wanted to hear. This is something I miss from Rhino and other modellers. In blender, however, the mesh is king.


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Your mesh has some modeling issues :). I'll talk only about your Pommel object here. 01) Lots of N-gons N-gons (faces with more than 4 sides) don't work well with shading or Subdivision modifier. It's better to use quads and tris. You original mesh left, repaired right 02) Overlapping geometry This is a big problem in 3D modelling. You have double edges, ...


1

This could be done with a script, but maybe an existing add-on will do? If you install the shipped Tissue Tools add-on, you'll find it has a feature: 'UV to Mesh'. So, having installed, you can set up a camera with the correct perspective view, and a square aperture. Then, while in the camera view, in Edit mode, U unwrap your objects, with the option '...


1

You do not have to hold down any mouse click to scroll or change the size of the proportional editing circle. Emulating middle mouse emulates a middle mouse CLICK (ie pressing the mouse wheel down like a button). In proportional editing, begin the editing command (whatever it is, move, scale, rotate, etc.) then you are free to scroll to make the ...


1

Ctrl + C allows you to set the Weight dynamically by moving the cursor, as if you would with F for radius and Shift + F for Strength.


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