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How can I keep space between geometry node instances made on curve whose control points are moved by empties?

I tried armature solution and added another curve and Spline IK to move geometry node curve points and keep their distance. https://i.imgur.com/6IH8WwL.gif It works sort of but if you know anything ...
Yokomizo's user avatar
  • 403
3 votes

Mesh objects in array modifier not evenly spaced when adding a curve modifier?

The curve along which you are deforming is not where it appears to be. In its Data tab, Geometry panel, it is carrying an 'Offset', with the result shown on in green on the left, below. The plane-...
Robin Betts's user avatar
  • 77.3k
1 vote
Accepted

How can I make my lego tiles on a grid without resizing them?

With a Mesh to Points node, it takes all the vertices and converts them to points. When you use Instance on Points, it puts one Lego on each vertex of the original mesh. So, if your original mesh ...
aidan-j-rhoden's user avatar
0 votes
Accepted

Difficult on doing simple Bevel (Bevel modifier) + Subdivision Modificer | Hardsurface Modelling

Well, seems like I found something interesting. After texting with @GordonBrinkmann above, a did the following steps. Recalculate Normals (Inside Checked). This made the shading look correct, while ...
Herbert Lausmann's user avatar
0 votes

Slicing scanned model, part I want to keep is disappearing

I had an un-applied failed boolean modifier on the object I was trying to slice. I deleted it, I turned my surface into a solid that encompassed the upper half of the shoe and did a boolean difference ...
SledDog's user avatar
1 vote
Accepted

Why is my cube disappearing when I add a difference boolean with a mesh created from text?

(Using Blender 3.6.8) The "Text" object is not a manifold: To check that, use the menu entry Select > Select All by Trait > Non Manifold. Consequently, the Self Intersection option is ...
StefLAncien's user avatar
  • 4,364
1 vote

Place different objects on curve with exponential space between

one way is using geometry nodes with this node tree: so you resample the curve with the number of points of your collection of instances and then you reposition these points (set position) ...
Chris's user avatar
  • 61.3k
2 votes
Accepted

AttributeError: 'NoneType' object has no attribute 'modifiers'

Because context.active_object might be a camera or light, which doesn't have modifiers. you need to check if context.object is ...
Karan's user avatar
  • 2,203
4 votes
Accepted

Applying subdivision surface modifier failed

Max Subdivision under Render Properties was set to 0. Increasing this value or simply deactivating Simplify was the solution.
user140193's user avatar
1 vote
Accepted

Bevel modifier causes shading issue

If you want to keep the modifier, create this edge loop and it will prevent the bad shape: Or apply the modifier and create this topology:
moonboots's user avatar
  • 160k
0 votes

Why doesn't bevel work on my object?

Go to Mesh > Cleanup > Merge by Distance.
hoangtrung's user avatar
4 votes
Accepted

How to randomize geometry for array objects?

(Using Blender 4.1) I don't think you can use the Array modifier for that purpose. You could try this Geometry Nodes setup instead. This one randomizes the offset on the X-axis but you can also add ...
Harry McKenzie's user avatar
1 vote
Accepted

Removing a sphere from an arrayed body

(Using Blender 3.6.8) Because of the "snake" open ends, the Hole Tolerant Solver Options should be activated for the Boolean modifier:
StefLAncien's user avatar
  • 4,364
1 vote

Random walk on animation channel

(Using Blender 3.6.8) Objective To superimpose some cumulative randomness to a deterministic displacement. The animation above shows a triangle animated with a uniform translation, and a decorrelated ...
StefLAncien's user avatar
  • 4,364
1 vote
Accepted

Random walk on animation channel

Thanks to @StefLancien for suggesting geometry nodes, of course geonodes is the answer! If anyone is playing along at home this geonode setup uses a random vector offset which accumulates inside a ...
stib's user avatar
  • 885
1 vote

How can fix hole in model when add Subdivision

after you applied your boolean modifier, improve your geometry e.g. like this: if you then add a subdiv modifier: Note: my modelling is far from being perfect. I just wanted to show a way (or the ...
Chris's user avatar
  • 61.3k
4 votes
Accepted

Unable to Access exposed Material Input in Addon from Geometry Nodes Modifier

Draw Geometry Nodes Modifier Inputs ...
X Y's user avatar
  • 5,783
0 votes
Accepted

After using union join, I can't sculpt

Apply the scale in Object mode (CtrlA) and also recalculate the normals in Edit mode (ShiftN)
moonboots's user avatar
  • 160k
1 vote
Accepted

Problem with Sculpting Remesh

It looks like you are using the Subdivision Surface modifier on your model and when you remesh, the remesh is applied first, causing the mesh to look blocky. To fix this, apply subdivision and then ...
KISKAart's user avatar
  • 491
0 votes
Accepted

There are some weird edges and shadows in final render Cycles

It seemed it was a bug in blender 4.1 which was showing me no difference between shade smooth and shade auto smooth. these weird edges occurred because of shade smooth and blender 4.1 was showing me ...
KMD's user avatar
  • 13
0 votes

Array Objects Around Ellipse

In addition to the question linked in your post, you look for: Evenly distributed instances, by curve-length The constraint that the instances are located symmetrically across the major and minor ...
Robin Betts's user avatar
  • 77.3k
2 votes

How do I fix blue, hard lines appearing with subdivision modifier?

you may have right clicked > Shade Smooth by Angle (instead of a simple Shade Smooth) which has created sharp edges over the defined angle (although I'm not sure how it happened here). To remove, ...
moonboots's user avatar
  • 160k
0 votes

Baking animations with modifiers to export to unity

Animation baking does not make sense in this context. The curve modifier output is a deformed geometry. The animation baking is when you apply all procedural transformation to rig bones. Each link ...
unwave's user avatar
  • 2,598
5 votes
Accepted

Wrap an earth map back to a sphere (Robinson projection)

From Robinson projection map to globe (Geometry Nodes) All of your meshes are composed of one big n-gon face. This can't work well with deformations. I won't be treating this problem, which isn't the ...
Lutzi's user avatar
  • 1,460
1 vote

Wrap an array around an object without a curve

A solution, but with a curve: Let's imagine that this is the neck of your character, use the knife to cut the shape of the necklace (K to activate, C to cut through): Duplicate the edge loop you've ...
moonboots's user avatar
  • 160k
0 votes

How do I make a 3D model appear like this?

Create a cube, scale it, select 4 edges and bevel with one segment (CtrlB): Select the big face and inset (i): Pull the inset: Mirror with a Mirror modifier, apply the modifier when you're glad:
moonboots's user avatar
  • 160k

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