Use proportional editing.
(or press the O to enable and Alt+O to disable) and use the mouse wheel to determine the radius of the tool.
Proportional Edit is a way of transforming selected elements (such as vertices) while having that transformation affect other nearby elements. For example, having the movement of a single vertex cause the movement of ...
Use bmesh operators.
Here is an edit mode script that finds any face in the mesh that has an upward facing normal (locally) and extrudes.
Notice there is no element selection (e.select = True) required, it's done purely on face normal. When using bpy.ops operators in edit mode need to keep in mind, and set, select mode (the issue above suggests vertex. ...
I think the issue is with your mirror modifier. You're using the Mirror Modifier to mirror the car's left side to the right side (or vice versa), but since you've dragged some of the edges/vertices across that mirror line, the mirror modifier is duplicating that, creating overlapping surfaces.
Disable the Mirror modifier visibility to see exactly what it's ...
Copy Location Constraint.
Can leverage the existing behaviour of the copy location constraint, targeted to a mesh, subtargeted to a vertex group.
Test script, run in object mode with mesh object selected. Will add an empty for each vertex group at the mean location (as determined by constraint) of each ...
Flushing select mode.
Recommend naming a bmesh representation of a mesh bm and reserve mesh or me for a mesh.
bpy.ops.mesh operators manipulate the mesh. A bound bmesh, ie from_edit_mesh is still not the mesh. An edit mode mesh is what we don't have a handle on via python. Can set me.vertices properties in edit mode, but will have no effect on the "...
The first gif shows that you have faces which aren't properly connected to the surrounding vertices. This can be seen because the face center is marked with a little black square.
The top face is an ngon that consists of eight vertices (marked in blue) and the center vertex isn't part of it.
In order to fix this, switch to face select mode (either by ...
This happens because of blenders shading methods when you use a subsurface modifier
the loop cuts are so close together , so blender can't figure out how to shade it
a simple solution is to use less details (Loop cuts) and a better topology (Loop cuts that follows the bending of the car surface here)
so here it should going from one side and bending in ...
You can't have vertices, edges or faces across different objects. Different objects need to be joined first. Select both objects and press Ctrl+J
In case you forgot to "join" mashes here is a useful link on how to do it Thanks!
Go into face select mode and select the faces you want to delete then press x so the delete menu will appear then select face to delete the face and to again close the open face go to edge select mode and select the edges you want to close and press f to make the face.
Try the 3D-Print toolbox add-on.
Open the Analize tab and use the Check All to find problems like intersecting Faces, Non manifold Geometry, Non Plannar Faces, etc.
Some of the problems you can fix with the Clean Up tool.