That artifact mostly is a result of booleans, or other modelling tricks,bad bevels, but mostly booleans.
I just found this out too, but you can just add a modifier named
for me, it solves that artifact resulted by booleans or bad bevels
This is because faces are not meant to be bent. All polygonal faces are secretly changed into triangles in the rendering engine, so if they are bent, it will split them arbitrarily. Create multiple faces one at a time, working your way around that corner. Select three or more vertices, and even if an edge to make them a face is missing, it will be auto-...
Here's the problem:
Loop cut only works on quads, but inner wall face has some extra verts. I assume you have a window or something on the other side.
You could fix your topology by having those loops continue all the way around. You usually want most of the mesh to be quads, exectly to not encounter problems such as this.
For 3D printing meshes are fine. But 3d printing is not exactly mass production ready.**
However, if you need your object made with a CNC machine like say you need aluminum or steel injection molds made then the CAM operator is not going to be happy with a mesh. Why because its really problematic for the path planning to have a angular surface*. So be ...
Select everything in edit mode with A and press CtrlT
Alternatively, if feel that you might still need to make changes while it has square faces, you can add a Triangulate modifier to the model. This will triangulate the faces, but you can still edit it as if it had square faces. This modifier can be applied or removed any time you like.
Via a script.
A "conic section script".
Define a plane via its global location and normal. For example add a plane named "Plane" aligned to cut
plane_co Global coordinate.
Vector((0.0, 0.0, 0.0))
plane_no Global normal. (its rotation x z ...
It's because the face on the right is already subdivided, and so is the edge between them. You should have subdivide them both at the same time.
You could fix this by selecting all the vertical edges between the faces and rip them (shortcut v). Then remove excess verts (select them and x -> Dissolve Vertices) on the face you're trying to subdivide. ...
Ideally, you need to go back a step and fix the Array. It should be 'Relative' offset, by '1' in X, and 'Merge' should be checked, so the array elements become continuous. But before you do that, you have to remove the faces at the element ends, that coincide where they join, otherwise there will be internal faces in the array. There will be no need to apply ...
There are two kinds of 3D file formats in common usage:
Mesh formats: The model consists of flat triangles or polygons. This is the native format of Blender, and can be exported as .STL which is widely supported.
Surface formats: The model consists of curved NURBS surfaces. This is the format preferred by CAD applications, as it gives better precision and ...
In addition you can activate the "3d-print toolbox" in the plugin section to get some information about your model.
As it is not clear what type of model and what specification for production would be needed its difficult to give proper feedback.
Blender is not CAD software which uses primarely nurbs, as those have perfect surface information and ...
Zargul is correct about what is needed for the model. There is more to it than just making sure a model is manifold. A molded product must meet certain restrictions of not having deep recesses that may keep the product from releasing from the mold. Save out an STL file and send it to the mold manufacturer. They will be able to tell you if your model meets ...
AFAIK, CAD software and blender are not that different, especially for 3D printing. The main difference would be operation, and maybe some tools to make sure the object could be made with a mold. Just do some checks:
Make sure the geometry is watertight, commonly referred to as being manifold. You don’t want any holes!
Double check that all the normals are ...
If you'd like to visualize interference in 3D, that can also be done. The animation below illustrates 5 sine waves interacting with each other in 3D. The coloring is done by taking a slice through the combined waves and assigning colors to the intensity of the wave. Using shaders is fast enough that the images can be generated in real time. This solution is ...
This is a (straight) pipe modelled as a curve, using its native Bevel, mapped in its own UV space, deformed along its X by another spiral curve, using a Curve modifier. Translating the pipe along X with respect to the spiral's origin moves it around the spiral.
That's a lot of curves :) the straight pipe could have been a mesh.
Not sure I completely understand the question but ... when in Knife mode you can use the shortcut "c" to constrain the cut to 45 or 90 degrees. There are other keystrokes that help with the knife too.
Hope this helps.
Your weight paints are probably drastic. Go into weight paint mode, select the foot mone in the Object Properties panel, and change the color of your weight paint from bright red to a yellow or green. Use the blur tool where the red and blue meet to get a smoother transition and less distortion.
There is a way to do this in blender. Its not as good as the one on maya (as much as I hate to say it...) but it works
Now this is on a mac so the shortcut is different
So here is a picture of the very bottom of your screen when you use the knife tool:
In the middle you should see something that says midpoint snap. This snaps your cursor to the middle of ...
I think that a lattice would be a great tool. As far as aligning it exactly, well, it's difficult (requires a bit of on-paper math) but it is possible.
However, an alternate, that's easier to set up, is to just use a mesh deform modifier:
In the bottom set of arches, the mesh deformer has been shapekeyed after the bind, creating (linearly interpolated) ...
This is the Tool Shelf, and has been replaced in the 2.80+ default interface by a more condensed Tool Shelf that uses gizmos, the various menus at the top of the 3D View, and the operations search engine. Check out The Blender Documentation page for advanced details, or comment below.
If you are opening an old blend file with a newer version of blender, try ...
It's the normals. to fix it I can suggest 2 ways, average the borderline normals with an add-on or just replace normals.
Here is how you can replace normals:
before separation, copy your object and hit f2 and call it "my.normal.source.01" or anything.
on original model, do the separation.
add a modifier in the end of stack of original ...
Just for completeness, another method. (This time, for a 6-fold braid, up in Z)
Create a 6-sided circle at the origin
Create an Empty at the origin
Rotate the Empty by 60 in Z
Give the circle an Array modifier, 6-count, Object-offset, based on the Empty
In Edit mode, all selected, G X drag the circle away from its origin
Give the array a Screw modifier, in ...
Using rigify will cause problems, especially if you have not cleared the scale. I would say as you have a character with many objects, go with making a rig and assigning each bone to each object. I have some very horrible experiences with rigify and going with bone by bone is much easier. As for if it is possible to do a walk cycle, yes it is highly possible....
This is a very easy thing to make in Blender.
Step one- Take a sphere and select the bottom half faces, then delete that part.
You can now scale the top half of the sphere on the Z axis to look slightly less spherical.
Step two- In Edit Mode select the bottom-most edges of the half-sphere and press E then Z to extrude it down on the Z axis, then type "-....
Alright, so that was weird. I discovered there were two plain axes in the scene. I thought they were just leftovers from some previous tests, so I deleted them, thinking nothing of it. Turns out the thumbs of all things were completely dependent on them in order to look correct. I searched the library but couldn't see how these connections were made (I ...
One possible solution to your problem is to manually assign and remove vertices from the weight groups. having very little geometry as you do, it should be fairly simple to tweak the weights based on the geometry.
This can be accessed through the vertex group panel (upside-down triangle)
Based on your description I cannot tell if you have tried this yet or ...
Boolean: First add solidify modifier to the gunstock. Make a cylinder ("cutter") with a diameter larger than the stock, near the shoulder, the height of a single crosscut. Then use a shrinkwrap to the gunstock and add solidify modifier to the depth of the cut. add an array modifier. All but the leftmost cut that appears to be a different that I ...
I am not sure...
But this happens to me sometimes (quite often) and I eventually realized that the problem isn't always in pose mode - it lies in bone edit mode
See if they look the same in edit mode
This might not be the problem, but give it a shot.
You can use an (epsilon) range around the desired contour-heights as the thickness of your contour-line, here using a Ping-Pong node to get a triangle wave in Z, and a Compare, with an epsilon around wave-zeros.
Then you can modify the epsilon, making it smaller on shallower slopes, by multiplying it with the arccos of the Z-component of the surface's normal ...
This tool isn't as well documented as other tools, and indeed does not call a box to adjust the last operation.
The blender manual is like "yeah, it kinda works like this, just mess with it".
I recommend building the initial mesh with the Spin tool, to gain some ...
you probably mean, that you used symmetry. The problem with symmetry is, that once you made changes on one side of your model, the model is no longer symmetrical in that axis so symmetry wont work.
If you want your model to be symmetrical again, you have to use mirror modifier or symmetry remesh. But go with the mirror modifier, use bisect so you don't have ...
I’ve run into this type of problem before. I recommend extruding the circular background, and then using the resulting edge-to-faces to cut the wave tube. You may have to move the circular background a bit to make it offset, so it doesn’t just cut half the tube.
Use Boolean or the Boolean modifier for cutting. Selecting the mesh to be cut (I think, maybe it’...
This has been asked before in different ways, so you’re not the only one. The Boolean modifier typically runs into problems with miscalculated normals, so double check your normals in both meshes. If both sides have the same wrong result, check the mode setting on the modifier. If the results are not the same on both sides but you’re sure the normals are ...
I agree with the commenters, but I will go ahead and further explain what goes on here.
A UV map is instructions for how to take an image, and wrap it onto a mesh like wrapping paper. The problem you are having is probably because one of these: UV maps (quite justifiably) do not care about
Different aspect ratios of the image than that expected.
Changes in ...