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 ...
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" ...
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
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"
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.
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.
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:
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:
Search for Set Origin
Select Origin to Center of Mass(Volume)
Read more here: How to recenter an object's origin?
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.
# Blender v2.81 (sub 16) ...
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 ...
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 ...
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 ...
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 ...
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 ...
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.
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/...
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.
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'
context = bpy.context
for obj in context.selected_objects:
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:
Runs through an entire hierarchy and resets the scale to 1 on everything.""...