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3

Use vertex groups. Select the vertices you want to displace, then go to "object data properties" in the properties tab, and create a vertex group. Assign your selected vertices to the group, then under the displacement modifier, choose your group in the box were it says "vertex group".


4

You can connect the vertices manually. This will also create proper topology, which is nice. Select two vertices and go Vertex > New Face from vertices, F Repeat, repeat repeat until it's filled Done :).


1

There are a few steps you should do: Select the top vertices (the ones close together) *on both sides. Then when you have those selected search-bar "Bridge edge loop" that will connect it. Now you can select the 'half moon' vertices. press F this will create a plane. Do this "half moon", make a plan. When you have everything connected you can 'merge' the ...


0

I don't see a huge problem, but I can understand that you want to get rid of it. When you have proportional editing enabled,, snapping only has an effect on the selected vertices, not on the ones being dragged along. Also snapping only works if you use g or the widget to move your vertices. If you want your freshly extruded faces to snap to your topology, ...


0

I may be missunderstanding what you are trying to do here, wouldn't just making a copy of the Green cube in object mode be the easiest way to insure that both objects have identical vertex indices? I thought it would be possible to Transfer Mesh Data from Green to Red cube. Object menu > Relations > Transform Mesh Data but I couldn't get it to work. Tried ...


0

Try the F2 addon. It's already built into Blender, but isn't enabled by default. When it's active, pressing the 'f' key with a vertex selected extrudes an entire face from it instantly and allows you to continue adjusting its position afterwards. Really speeds up modeling and retopology efforts.


0

Not a lot of context here so I'll offer this... If this was recent try loading an autosave, from the file menu. Otherwise depending what version you are running, you could use either the remesh modifier or go into sculpt mode and use the remesh tool. However If you have topology you you wanted to keep you'll lose that.


0

i found out. you need to do to decimate and then click un sub divide


0

You are trying to merge too far and unlinked verticies. And If you are doing something identical use mirror modifier.


1

Go to mesh > clean up > merge by distance... figured it out but any idea why it happens?


2

But when i try to scale, it doesnt even move. You can scale with the scale tool - press and release alt and then s, or select in the tool panel: Or you can just hit s to use interactive scale operator. You should also make sure you have the correct selection and that you are using the transform pivot that you want, that you can select here:


3

That doesn't look like a vertex, it looks like the Object Origin - the point which marks the location of the object in 3D space. You should be able to confirm this by looking at the status bar at the bottom of the window. It should show 'Verts 0/0', showing that all vertices have in fact been deleted: You can't get rid of the object origin without deleting ...


1

Maybe switch the selection mode to Shared Location, it will take the seam into account:


2

Use bmesh To keep tabs on mesh elements recommend using bmesh Most mesh operators have their bmesh equivalent. In this case bmesh.ops.subdivide_edges The bonus of bmesh operators is they return new geometry. Test method, 1 cut subdivide on all edges. import bpy import bmesh context = bpy.context ob = context.object me = ob.data bm = bmesh.new() bm....


0

I was able to find the solution with these two answers this and this obj=bpy.context.object # Get the currently select object if obj.mode == 'EDIT': bpy.ops.mesh.subdivide(number_cuts=5) #cree de nouveaux vertex avec subdivide bpy.ops.object.mode_set(mode='OBJECT') # Go into object mode to update the selected vertices bpy.ops.object....


0

In the top bar there will be two orientation parameters when you click the MOVE tool. The first should be "default", make the second one "Normal" from the drop down menu. Move your face now in the desired direction.


1

There is a soduku of issues here and I don't know what to address specifically, so I'm going to skim all of them. The steps to model and rig a hand are: 1) Model the hand. You seem to be running into a topology issue here. When people talk about "Topology" in terms of 3d modeling, they are talking about the layout and organization of the vertices and ...


0

Related to the numpy approach which is super fast to get a count - the issue for me was - now that I have a count - how do I quickly get which vertex it is without loops: vert_count = len(obj.data.vertices) sel = np.zeros(vert_count, dtype=np.bool) obj.data.vertices.foreach_get('select', sel) sel_count = np.count_nonzero(sel) # get the ...


0

dissolve parenting and parent them back again


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