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5

You can make such object as well. Start with a default cube Add a Subdivision Modifier Add Cast Modifier, factor set to 1, to make it into a sphere


4

A quad sphere also known as quadrilateralized spherical cube can be created with the Extra Objects add-on. Open the add-on preferences (Edit > Preferences > Add-ons) Search for Extra Objects and enable the Add Mesh: Extra Objects add-on by ticking the checkbox. Add a quad sphere through Add > Mesh > Round Cube. The default preset that the operator is a ...


4

You need to use Vertex > New Face. Shortcut: F (while it has a similar name, Face > Fill is a different operation)


3

Use Dupliverts Result using icosphere as "seed" Organic yet accurate modeling with the golden spiral @Rekov Hi, Thank you for your response. While it does answer the question on how to create the spiral, it does not show how to create the spiral out of the objects which currently exist in the scene collection. To clarify, I have modeled a "seed" ...


3

You added the new cube while still in Edit Mode. So both meshes are now part of one object - as shown in the Outliner. You can easily split them into separate objects through Mesh > Separate > By Loose Parts


3

Or you can just bevel the default cube. Select all vertices Bevel the cube (check Clamp overlap) Remove double vertices Mesh > Clean up > Merge by Distance


3

easiest way is with this addon "Add Mesh Extra Objects". Once activated in "Blender preferences" > "Add-ons" you can do: "Add mesh" > "math functions" > "regular solid". Once the object is created, open the configuration (loert left part of the screen) and choose "octahedron" as "source"


2

default cube subdivide one edge loop vertically merge top and bottom vertices with "auto merge" turned on select all vertices and apply "to sphere"


2

Select your parent object then go to Select > Select grouped (shortcut Shift + G ) and choose "Children". That will select every children and their children and so on. Then you can delete them like any other object.


2

The script fails at two steps: bpy.context.scene.collection.children.link(collection) #add new coll to the scene is done inside of the loop, so it fails the second time. cube.remove(cube["cube"], True) does not exist: no remove method in cube. That's why it stops before moving the second object to the new collection. So this works: import bpy ...


2

At its simplest, that's probably selecting the face in Edit Mode (Face), and from the right-click menu, selecting 'Shade Flat'.


2

Select all desired objects in 3d View (Object Mode) and go to Object > Set Orgin and choose Origin to Center of Mass (Volume): You can also call the operator using the Search Menu: Press F3 Search for Set Origin Press Enter Select Origin to Center of Mass(Volume) Read more here: How to recenter an object's origin?


1

If you're just switching between Shade Flat and Shade Smooth you should see a difference in the viewport and in the exported .obj file. If you have Auto-Smooth enabled, then this will influence the normals and could make the result identical to Shade Flat if the Auto-Smooth Angle is lower than the 90° angles in the cube. Shade Flat # Blender v2.81 (sub 16) ...


1

You just accidentally switched to Local view. To get out go View > Local View > Toggle Local View Shortcut: Numpad / Blender Manual on Local View Local view isolates selected objects, so that they are the only ones visible in the viewport. This is useful for working on objects that are obscured by other ones, or to speed up the viewport performance in ...


1

As we can see in the n panel of the 3d view with your object selected in the Outliner, the dimensions of your object are 2.4km by 1.35km by 2.509km: So that might be an issue, since the viewport clipping ends at 1km. In any way, it is hard to believe you want an object multiple kilometers in size, so just press s followed by something like 0.001 to scale it ...


1

That's the reflection of the table. Try hiding the table/plane object and take a look. Edit to address followup question; ... Technically, yes, you can disable the table in the reflection. Start by switching to the Cycles rendering engine (and make sure GPU is selected if you have a GPU capable of supporting Cycles); In the Object Properties, Under ...


1

It's not the donut - it's the material you are using. Whenever I choose other material the scene renders just fine, but with material nomber 3 and 6 everything goes black. It has to do something with the nodes you are using because when "Use nodes" is checked - it's black and when it's not checked it's normal. My advice is not to use these materials - make ...


1

In Blender 2.82, the fluids simulation system has been replaced by Mantaflow which default's caching methods, "modular" doesn't bake on playback. It instead allows you to bake different settings of your simulation individually, which saves a lot of time when you're tweaking your simulation. You have to manually start the baking via the domain's panel. You ...


1

Turning the barrel organ handle - The handle is animated to rotate. The right arm hand-bone's 'Pole Target' (in Inverse kinematics) is set to the handle so it is forced to stick onto and follow the handle.


1

Text Properties > Geometry > Extrude To use Text object in boolean operation you would have to Convert to Mesh


1

Check that you don't have any "shape key" active or configured. check screenshot:


1

Alternatively to ShiftG you can also select the main parent and use CtrlNumpad + to select children and sub children level by level.


1

While pressing Shift+G allows to select the children and parents and other dependent categories, it does not select the object and it's children in one go, means you would have to select the parent object additionaly. I would suggest to just right click on the object in the outliner and use "Select Hierachy", followed by pressing Delete. That way the empty/...


1

Open the preferences (Edit > Preferences). Switch to the Add-ons tab, search for Extra Objects and enabled the Add Mesh: Extra Objects add-on. Add a new Regular Solid object (Add > Mesh > Math Function > Regular Solid). Open the Adjust Last Operation panel in the lower left corner of the 3D View. Adjust the properties.


1

You need to export in your T pose or your rest pose, should be found in blender on your first IK animation frame.


1

The smaller script posted by MACHIN3 is perfect, however blender 2.8x has changed the way it multiplies matrices and you now need to use the @ symbl instead of * or you will get: TypeError: Element-wise multiplication: not supported between 'Matrix' and 'Vector' import bpy context = bpy.context for obj in context.selected_objects: mx =...


1

Since I have empty objects mixed into my hierarchies, none of the scripts on this page seemed to do the trick for me (in 2.8 at least), so here's my first script, using frankensteined concepts that can be found on this page, yet written from scratch: """reset-scale-of-hierarchy.py: \ Runs through an entire hierarchy and resets the scale to 1 on everything.""...


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