# Tag Info

5

You could duplicate the inner faces of your strap, separate as a new object (Strap2): Give your strap a Surface Deform with Strap2 as Target. Give Strap2 a Shrinkwrap modifier with your leg as Target, tweak the Offset value a bit:

3

This happens because of your cuts. If you don't have the cuts, this happens: So one solution would be to dissolve the edges near edges. What you could try too is to change the modifier to complex and "play" with the merge value so you can get this:

3

How you can do it - this way it works. So you have something like this: Note: the pivot point is at 0/0/0 No you can rotate the leg in object mode in x-axis like this: Important: now press ctrl-a and apply rotation. Then add an empty. add an array modifier to your leg like this: now select your empty and rotate by z-axis as you like. you now still can ...

2

You need to use all the modelling functions to create the geometry. In order to use them, you first need to learn them. This might take more effort and dedication than you expect, so being prepared for dedicating some time to it might be a good idea. Going through these menus(in edit mode) and learning what each function does would help a lot with this kind ...

2

Array and Curve vs Array with Object Offset. To demonstrate the difference between two setups. Add a simple joined 2 edge mesh. -1, 0, 1 along $X$ axis (all y and z coords 0) Array & Curve Add default Bezier circle, and on edge mesh a default array modifier, fit the circle and a curve modifier also pointing to circle. Notice that the mesh is deformed ...

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The problem is not that your U shaped objects are being offset. Add a circle and set its vertex count to 20 in the Last Operator Adjust panel. Something around 41.4mm radius will have the circle vertices just touch the edges of the U shapes in the array: Your problem is that the flat parts of the cylinder aren't the same distance from the center as the ...

1

To transfer Vertices location from one mesh to another mesh with the same topology you can use Shape Keys. Just select object with final shape then target. Go to Properties Window > Data > Shape keys and click plus icon to add Base key then under arrow (expand menu) choose Join as Shapes Now when you change value to 1 vertices results in position of ...

1

on your sphere, just check the autosmooth checkbox here: result:

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I was dumb didn't know much about using dynamic paint 2 months before but now I am a freaking expert. For those looking for answers, don't use a displace map instead use waves and use dynamic paint spread.

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