The only way I know how to rig a character is to have all parts of the body be a single mesh.
You're in luck! You can parent each object (hand, foot, head etc) individually to the armature. You'll likely want to apply any left-right mirror modifier (a must for weight painting) and move the armature modifier to the top of the modifier stack.
The suggestion to use the weld modifier after the solidify modifier might be better since it actually removes the unnecessary geometry which will be way better for performance. If things are welding where you don't want them to experiment the weld modifier's settings and see how it works.
Since you are new to Blender, here the "extended directors cut" of vklidus comment:
Klick on that little caret right of the two circles and it will open the viewport overlays dialog.
Check the "face orientation" checkbox.
In the viewport you will see now only blue and red colors.
Blue means good -> the face is facing outwards.
At first, you have set the Boolean Modifier to Operand Type "Object", this way you can only specify a single object, but you have a collection of objects. Switch Object Type to "Collection" and select the "boolean" collection.
Then the Solver option is set to "Exact". Although exact sounds better, "Fast" ...
@Isolin's way seems much more in the spirit.. but here goes with a follow-up of @Gorgious' comment. This just gets a random-per-array-element attribute on to all the array-object's vertices.
Setting a U offset of 1 in the Array modifier
flooring the split-out U of the 'UV Map' attribute gives you an index per array element, on all vertices
That index can be ...
I was able to find a way! There is a mesh primitive node called Line. I can use it as a 1D array. Unfortunately I didn't find a way how to convert a float to an integer to feed its count slot, so I switched to end points combined with resolution.
I can also easily extract the index property from the line vertices, just by using an attribute separate xyz of ...
Apparently, my problem was that my triangular plane didn't have any thickness. So, the solution to my triangular plane being messed up when I apply the intersection is to apply a solidify modifier before. It's very important to apply the solidify before the boolean modifier otherwise, it won't work.
If you replace this code with the one where I apply the ...
You can do this with Duplifaces, by parenting a plane to your sphere.
Subdivide a cube enough times and add a Cast modifier to make it perfectly spherical.
Add a plane and scale it appropriately, then parent it to the sphere with Ctrl + P.
Under the Object tab of the Properties Window activate the Faces option in the Instancing panel.
If you want them as ...
It should work. Make sure the origins of both curve objects and your cube or at the exact same location, and that their scale is 1, 1, 1 and rotation is 0, 0, 0.
In edit mode, set one face as a Vertex Group.
Add an Array and 2 Curve modifiers, each one set to a different curve and using either the vertex group or its inverse.
Alternatively, for a slightly ...
Once twisted, the wires are not reflections of one another in one plane; they both wind in the same direction. If Z is along the helix, wire A is a rotation through 180 of wire B around Z, or A is B scaled by -1 in X and Y, (a reflection in 2 planes simultaneously, which the Mirror modifier doesn't do).
TLDR; You can mirror the wires before twisting:
It's not an easy task, you will need some manual adjust, but I would try 2 different approaches:
add to head 1 a shrinkwrap modifier, targeting head 2 and limiting its action to a vertex group of cheeks and lips (you will probably loose some details, expecially in the inner mouth area). Apply the modifier when satisfied.
delete all unuseful vertices of ...
Well, I figured out how to work around this. Instead of using the armature modifier, I set my armature as a constrain. Then when I perform the boolean everything works as intended. I'm pretty sure it has to do with the hierarchy in the modifiers panel.
Anyway, I'm happy it's working now and that was the solution in case someone else is having trouble with it....
If you apply the texture to a "displace" modifier, you can apply this modifier and have it affect your geometry permanently and 3D-printable. (The "displacement" from the material editor will not work for this, the texture needs to be used by the "displace" modifier.)
There are only two things you should be aware of:
if you ...
There are quite a few ways of making the perforated sphere; this tries to pick one that has a smaller number of necessary steps.. some of these are optional. The topology isn't the best, but it doesn't affect the result.
For a smooth result, you may want to delete pole vertices, and fill the hole with CtrlF > Grid fill; maybe GG slide some latitudes to ...
model the card e.g. like this
move the card in edit mode on your x-axis
Duplicate card with CTRL-D, rotate on z-Axis 60 degrees
repeat step 4 with CTRL-R 4 times so you have 6 cards in total
Make a 2nd card, and move it in edit mode on your x-Axis too
Rotate that card 30 degrees on z-Axis
Repeat steps 3-4 for that second card so get something like this:...
Okay, here is another solution using Geometry Nodes. You can always adjust the number of columns and rows and distances between the objects and of course add and delete objects from the instancing group:
I have a shelf with, let's say 4 columns by 6 rows. I know from how I created it (or maybe because I'm recreating some real-world example) that the center ...
Its a success guys, I'll share the result here
I put a small plane in the middle of the box as an emitter like this
Here's the settings I used, its kinda similar to Chris' settings
since I'm gonna move the "wall" and animate it, the bottles/particles will be left behind. So the trick to make it still follow the emitter is by turning off the ...
it is a pretty basic setup, i just show a basic solution - it is not modeled with a shelf, i just took a grid because you didn't provide your blend file and I don't want to waste time.
So here we go:
add a grid
add a torus, a sphere and a cylinder (or whatever objects you wanna have)
add a collection and move all objects from 2) in it
add a particle ...
Here are are some Python scripts that could accomplish your goal, although I dislike being forced into using a programming language unless I need to do something complicated or repetitively.
In the following there may be some nuance as to how you select the objects to apply modifiers.
The simplest is to look at all objects, and apply the modifier if the ...
Ok, I was able to (kinda) figure it out. Here's a way to do it in case someone else is wondering:
select all the objects you want to apply the modifiers, press Ctrl+a, then select Visual Geometry to Mesh. This has the same effect as "applying" the modifiers, but can be done to multiple objects at once. The limitation is that it will apply all ...
First method, using a Lattice and Lattice modifier.
Set the interpolation to Linear in the lattice properties.
Scale the Lattice in Object mode so it encompasses the wall object.
Go into Edit mode, and scale the top 4 vertices along the XY plane.
Second method, with a Simple deform modifier. Use a negative value to taper "down" your ...
Hello my apologies if I am getting confused but you are trying to solve something by taking a strange detour. Follow these instructions to work in a happy way.
1 create a cube, subdivide it by 3 and apply the modifier. It's just so you have a bit of resolution.
2 in edit mode select all the vertices and move them in the X where the armrest would be left or ...
You will want two meshes, one for display(high poly), and one for the cloth simulation(low poly), so it is quicker and still looks good.
One object only
First add a decimate modifier(in the modifiers tab, a blue wrench), to your object and change the ratio to something small(probably 0.1-0.3), and then a subdivision modifier, to make it high poly again.
your face orientation is wrong.
Tap on viewport overlays and check "face orientation".
you will get:
red means outside (which is wrong, you shouldn't see this "normally" - with some exceptions, e.g. you go with camera inside a box), blue means outside.
So select the house:
Press Tab for edit mode and A to select all -> Mesh -> ...
In the local space of the lattice.
Somewhat speculative, if you have object transforms on your empty and lattice will need to put the empty location into the object space of the lattice. Otherwise will get undesirable results. eg if empty at (1, 1, 1) and if the lattice has scale of 10 then that as a local coordinate of lattice is globally (10, 10, 10), ...
The hook is based on the lattice coordinates which range from (-0.5,-0.5,-0.5) to (0.5,0.5,0.5) so to set the hook to the EMPTY location divide the EMPTY location by the lattice size and subtract 0.5:
lattx, latty, lattz = 224, 352, 224
dx = (em.location.x / lattx) - .5
dy = (em.location.y / latty) - .5
dz = (em.location.z / lattz) - .5
hookmod.center = dx,...
It is actually pretty simple. Select the outside border, snap the cursor to selection, set the pivot point to 3D cursor and set the orientation to global, make sure you select at least 1 vertex and press a on the mouse to have all the vertices selected press s then z and then move your mouse to scale to global Z axis.
Here is a try, it must be possible to get closer to what you show (especially the folds all around) with some tweakings:
Create a shape like this, assign the bottom and top central vertices to a group:
Give your object a cloth simulation, under Physical Properties, enable Pressure (here I've tested a value of 6), and enable Custom Volume, under Shape > ...
The problem with imported SVGs is, that the topology is awful. In your second image, you can see how the triangles are arranged. Now, blender can only deform meshes at vertices, edges will always stay straight. That's why you get the bad result with bending.
Probably, it would help to remesh your imported part before bending, using the modifier https://docs....
The node setup is very basic. I just use the grid to place my hexagons. The hexagons i created by creating a Mesh -> Circle -> and changing the vertices to 6.
Then go to edit mode, select all in vertex mode, G -> Z move a bit up.
The "filler" is the same, but instead of moving up, i just pressed F to fill the hexagon.
The grid was a bit ...
Here is Ducky 3D's trick that may be your solution:
Make one separate mesh for each hexagonal object, unwrap, in the UV Editor choose Individual Origins as Pivot:
Scale down the UV islands until you have small UVs like this:
Give your object a material with a mix of Emission and Transparent, and Separate XYZ as factor to get a gradient on the axis you want....
You can use the Hook Modifier to achieve this effect. You can use any objects as your hooks, including the green spheres you used in your question, but unless you also want the spheres themselves to be rendered, it’s natural to just use empties:
To easily set up the Hook modifiers, you can select both your hook object (in your example, one of the green ...
If the bones stay in place when you apply the pose, and only the mesh moves, there's a simple solution:
The correct procedure, in this case, is:
Prepare the desired pose.
Apply armature modifier to the mesh.
Apply pose as rest pose.
Select the mesh, shift select the armature, Press Ctrl P > Armature Deform.
If the bones also move when applying the pose as ...
Move the 3D cursor to the origin.
Create a plane. In edit mode scale it down so it's about the size of the base of one of your lights.
Create a light, move it around in edit mode so sits on the plane from step 2.
Parent the light to the plane. Then set the light to hidden.
Create your Bezier curve path.
Add an array modifier to the plane. Set it to "fit ...
Well, that's simply how the Subdivision Surface modifier works. It tries to round all edges to smooth them. The less geometry there is or the further away two edges are from each other, the more round or smooth it will be there.
So, to makes edges sharper, to need to have more geometry i.e. there need to be edges closer together. Like @moonboots said in his ...
Input sockets can be forced integers, but you have to use a workaround if you're going to plug them into nodes that use float values.
You can use any node that has an integer input type, for instance the Level input of the Subdivide node. Integers have dark green sockets. Plug a new input from the Group Input node into the Level socket.
Delete the Subdivide ...
Something along these lines?
Create a blob mesh for the general area of your condiment. This is a UV sphere, pulled around with Proportional Edit, with its mesh Header > Mesh > Transform > Randomized
Make the blob an emitter of a particle system.. All on frame 1, no physics, aimed at a small Collection of onion-bits in the particle-system'...