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2

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:


0

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.


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 ...


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 ...


4

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:


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 ...


1

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


0

Since this is a cartoon effect, it's very straightforward to do. Here's a cartoon arrow consisting of three parts, a cone shaped head; a cylinder shaped body; and a tapered tail. You can make the head and body whatever shape you want, and you can make the tail much smaller, although for the effect it's easier to wide end of the tail to the end of the body: ...


6

Array and Spin. Add a circle, edit it such that center is outside. Add an empty give it uniform scale between 0 and 1 Add an array modifier to circle, empty as object offset, and either a relative or constant offset to space them Add a screw modifier to revolve the circles into torii.


3

Select the curve and in the Object Data > Shape > Twist Method, choose Z-Up:


1

Make sure that your curve has been looped (cyclic). Enter edit mode, select any point on the curve and press Alt + C (Toggle cyclic). If curve become cyclic, the curve modifier will deform the object using curve at any possible position.


2

Setting dimension requires a view layer update As outlined in Exporting data: looping through objects gets wrong data for very last object call view_layer.update() after using dimensions, to set the scale. Get the dimensions from the mesh Borrowing from both How to get the base dimensions of an object (ignoring all of it's modifiers)? How do I get the ...


0

The Hook modifier also has a Strength setting. This acts the same way influence does in other modifiers. As the manual says Strength Adjust this hooks influence on the vertices, were (0.0 to 1.0) (no change to fully follows the hook). Since multiple hooks can work on the same vertices, you can weight the influence of a hook using this property. Remember ...


1

You need to either delete the second cylinder or select Selection Only in the export function and make sure the first cylinder is selected. Hiding the second cylinder from the viewport isn't sufficient to keep it from being exprted.


1

You can try Duplicate gun, create structure object Select gun + structure + gun Bake > Selected to active. Enable Cage with some parametr.


6

In the Ocean modifier, you need to put the same value for Render Resolution and Viewport Resolution:


3

You should redo your topology: Simplify your shape, boolean the cylinder: Rework the topology, symmetrize: Bevel the edges: Give it a Subdivision Surface modifier, shade smooth: Edit: Here is a bevel from your current file. Also, before that, make sure the normals of your faces are correctly oriented, select all in Edit mode and press ShiftN:


1

To give more answers to my comment, Your first way should be to remove extensive vertices to make your mesh clean so that it can work in a less destructive way without using booleans... If you actually don't care about topology then just select all of your sharp edges like me and press Shift+E and drag it to full pink till it is sharp like this: Solution ...


0

If I understand correctly what you want, what you could do is, at the frame where both the 2 planes are supposed to match and be indistinguishable, unwrap them both with the Project From View mode, then in the Displace modifier give them the same texture, and in the modifier choose Coordinates > UV:


2

Find mirror modifiers by type. This will toggle all mirror modifiers of all selected objects import bpy from bpy import context for ob in context.selected_objects: mods = getattr(ob, "modifiers", []) for m in mods: if m.type == 'MIRROR': m.show_viewport ^= True for just the context object, remove the outer loop ob = ...


0

Kindly check this, if this can help. https://pasteall.org/blend/480c8368348c44a48301f5d4bcd594a8 cheers


1

As you've applied the curve scale, it has increased its vertices radius, bring it back to 1:


0

Apply the rotation of both the curve and the domino In Edit mode, rotate the mesh of your domino to align it with the global orientation Put the domino at the same point as the curve's origin In the Array modifier, choose only one Offset axis Find the right Deform Axis in the Curve modifier


3

What you are doing works just fine. You can't see that it works because the Boolean modifier is non-destructive. Cylinder.001 still exists. You can do one of several things, including but not limited to: Hide Cylinder.001 by clicking the eye icon in the outliner, or selecting it and typing H in the 3d Viewport resulting in the eye looking closed; Placing ...


0

The Multiresolution modifier gives you the ability to subdivide a mesh similarly to the Subdivision Surface modifier. But the most important difference between the multiresolution and the subdivision surface modifier is that multiresolution modifier also allows you to edit the new subdivision levels in Sculpt Mode. Another advantage of the multiresolution ...


2

Here is my approach from long ago, although I would do a better job with the angles now: Create an UV sphere. Delete the top and bottom vertices. Extrude a 'column' from the top into the sphere. Subdivide one of the faces in the sphere enough times to create a circle. Delete all of the faces inside that circle. Bridge edge loops between the previous column ...


1

You can fake this using the strength parameter of the Lattice modifier: Here's a cube inside the lattice with the Strength set to 0 Strength set to .5 This will help you if you're trying to use the lattice in an animation, or just to leave the object alone while you're working on the lattice.


1

Select all of the objects As you perform the action hold the ALT key. This doesn't always work but there are many operations for which it does.


2

Select a vertex of the edge where the skin modifier fails and click on 'mark root', you will have to do this for every piece of separate geometry


2

Like moonboots said, you can use vertex groups and weight painting to change the thickness: Add a vertex group (Select your object, go to the green upside down triangle next to the materials tab and click on the plus icon) Select the modifier properties tab (the wrench near the yellow square) and add the solidify modifier from the add modifier dropdown ...


2

You should be able to make it cyclic with a setup like this. No need for keyframes, just have one build modifier start up (in reverse) one frame after the first one ends: Obviously, view it in Object mode - I just showed it this way to show the subdivisions on my cube. I set the frame numbers for one full cycle every 250 frames.


0

Select the edges you want to crease, press Shift + E to activate the Crease Tool and move your mouse to set the amount of creasing. A value of 1.0 means 100% creasing. You can also type in values with your numpad and press Enter when done.


2

In Edit mode, select your top and bottom edge loops by Alt+Left clicking on them, press N to bring out the side menu, and in the Item tab, set Mean Crease to 1.


2

Is this what you are looking for? Copy to Selected: Copy the modifier from the active object to all selected objects. PS: I think it's only in newer version of Blender so try upgrading to one if this option does not apear.


2

Using a Unit object and Drivers. Have used similar to drive midi notes along a music staff. The issue with using this method is making the object both follow and switch paths. Test Setup. A quick run down of the test setup illustrated. Added the default bezier curve, arrayed it 5 count in $Y$ using constant offset. Added an icosphere (at global origin ...


0

Answering my old question here. When I submitted this question I was almost 100% newbie to animation. Now I've get a hang of it and I'll try to put my thoughts here. The Armature modifier's only purpose is deforming the mesh. Unlike Armature, Mirror, Subdiv and Solidify generate additional geometry. So the real question is whether you want to deform these ...


1

If you are using the boolean modifier already, you could just adjust your cutter like this: Of course, with more subdivisions the result will look much smoother. Result:


13

I'm partly posting this just to be a bit cheeky, however I think the point is still valid - Often when working with fine details (especially on glass objects), you may find it a lot easier to go very basic on the geometry, and then let materials do the work for you (not saying that's necessarily the case here). Anyway, here's an example of how you can ...


8

Create your shape, create rays around the center circle, select the circle and the rays you want: AltE > Extrude Faces Along Normals. Once extruded, in the Operator box, enable the Offset Even option: Add a Subdivision Surface modifier, create additional edge loops if you need to sharp some edges, etc


1

I figured out how to do this and get a decent result. Some editing was still needed, but this is the best result I have obtained for this on a complex mesh. Go to modifier tab Add shrinkwrap modifier Set snap mode to "inside" Play with offset as needed Once you get a satisfactory/close result, click on the arrow icon of your deform and click apply ...


0

If all you need is translation (as opposed to rotation or scaling), the Displace modifier appears to work. It supports both local and global translation, on any of the three axes. Just make sure to set "Midlevel" to 0. Example:


3

Here is my technique, such as it is: Enable Add Curves: Extra Objects add-on in preference if you haven't already. Create an Archemedian Spiral and give it 3 turns and a height of 1. Set Steps to a value that will give you a reasonable smoothness. I selected 32. In Object mode, select the spiral, navigate to the Object->Convert submenu and select Mesh ...


4

You must be assigning the Screw modifier to an unsuitable original mesh? Half the point of using Screw, as opposed to twisting a cylinder, is that you can preserve the verticals, and wind up with near-planar quads. Start with a simple vertical edge, away from its object origin on one axis.. You can even use further modifiers (Displace, or maybe Simple ...


0

if your muscles are all separated parts you could try it with scaling with individual origins. Maybe this is what you want. Looks like this:


1

I would enable Add Curve: Extra Objects in preferences, so that I could add a spiral. Instead of trying to wrap a Bezier curve around the pole, I would add an Archemedian spiral and set its parameters to match the pole. Here's an example: and the parameters that produced the spiral: This would work nicely if you have a material that makes the tube look ...


1

I'm going to propose the radical solution that you get rid of the extra edges by making the grating in a different way. Create a plane and subdivide it with six cuts. Create a circle that is slightly smaller than the plane. Go to top view. Select the circle and then the plane. In Edit Mode select Mesh->Knife Project Immediately switch to vertex select; ...


4

This isn't procedural, but ... If the object has 2 profiles, it's not really a surface of revolution? It's an interpolation? Here, the 2 profiles are in planes, to make them easier to see, at right-angles to one another, intersecting at the object origin, and extruded tangentially to guide 'Blend Surface',later. Once done, the intersection of the planes is ...


-3

I solved also the problem with unlink Since 2.8+ the context.scene.objects.unlink(small_cube) is deprecated and modify to: currentCollection.objects.unlink(small_cube)


0

I solved with substract like this: import bpy import sys context = bpy.context bpy.ops.mesh.primitive_cube_add(location=(0, -1.5, 0)) small_cube = context.object bpy.ops.mesh.primitive_cube_add(location=(0.5, 0, 0.5)) large_cube = context.object mod = large_cube.modifiers.new("Boolean", type='BOOLEAN') mod.operation = 'DIFFERENCE' mod.object = ...


0

If one isn't using modifiers one can also use Object > Convert to > Mesh


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