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How to duplicate vertices and modify their uvs with script?

Consider this shader, it uses the typical Array modifier $u$ coordinate offset of $1$ to make every 2nd element metallic: Here's a Python script that efficiently duplicates the objects and for each ...
Markus von Broady's user avatar
1 vote

slope from an extruded curve object

(Using Blender 3.6.5) The Z coordinate can not be modified because the shape of the curve is 2D. And it as to remain 2D to fill upper and lower surfaces. Procedure: Add a Geometry Nodes modifier to ...
StefLAncien's user avatar
1 vote

Ripping vertices with more than two connected edges

I know, no one asked, but what if some vertices were already split and you wanted to keep it this way? You can do so by capturing the indices before splitting (so after splitting the new vertices ...
Markus von Broady's user avatar
2 votes
Accepted

How to move selected vertices along their normals in Edit mode by script?

In Edit Mode use bmesh: ...
Markus von Broady's user avatar
1 vote

How to move selected vertices along their normals in Edit mode by script?

The code doesn't work in Edit Mode. In the modified version below, I temporarily switch to Object Mode to perform the edits, then switch back to the previous mode. ...
Mr A's user avatar
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1 vote

Connect multiple vertex pairs

OP here. I eventually figured it out: ...
Lala_Ghost's user avatar
4 votes
Accepted

How to increase the number of polygons while maintaining mesh curvature in Blender

In your case a Subdivide operation with the Smoothness at 1 should give the desired result, but for more complicated shapes, don't use the Subdivide tool in Edit mode, it will tend to flatten the ...
moonboots's user avatar
  • 146k
5 votes

Ripping vertices with more than two connected edges

In GN, it can be done as follows: Mark vertices with more than 2 edges (Capture Boolean) Rip all vertices After ripping, move marked vertices towards centres of their edges Weld unmarked vertices ...
Robin Betts's user avatar
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3 votes
Accepted

Connect multiple vertex pairs

An operator that can handle this kind of cases: The code checks: if we have an even number of vertices selected if they share one face If one of these conditions is not respected, it will do ...
lemon's user avatar
  • 53.5k
-1 votes

Connect multiple vertex pairs

I assume you make the initial selection manually in the correct order. If that's the case you don't need a script to perform this connection. You need two sequential Mesh operations in Edit Mode: ...
Rumen Belev's user avatar
  • 2,863
0 votes

Vertices inside the donut

You have somehow created some inner faces, go in Edit mode and Select > Select All by Trait > Interior Faces then X > Delete Faces and ShiftN to recalculate the normals: You'll still have a ...
moonboots's user avatar
  • 146k
4 votes

A cube appears when I generate a skin

In Edit mode, press AltZ to see with transparency, and AltH to unhide this pixel, remove it:
moonboots's user avatar
  • 146k
4 votes
Accepted

Align from normal

You could use the Knife tool to extend the CB edge:
moonboots's user avatar
  • 146k
2 votes

Align from normal

First, the line you're interested in is not the normal of anything. "Normal" is a term with a very particular meaning in 3D graphics. If you're not yet familiar with its usage in 3D, then ...
Nathan's user avatar
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0 votes

When moving a group of vertices', how do select a specific one to act as origin when snapping to grid?

all I have figured out a solution, I set the origin of the object and set the 3d cursor position BEFORE using the sheer tool, and the 45 started from the vertex. I still can’t move them as a group ...
Andy W's user avatar
  • 1
3 votes

Morph curve into line?

Sorry I just couldn't get the result from Hadriscus's answer ... so here is what worked for me. For Blender 3.4+ use Sample Index node (instead of my Transfer Attribute). To animate transition (morph) ...
vklidu's user avatar
  • 34.9k
5 votes
Accepted

Morph curve into line?

You can create a curve line, move the endpoints to position it (set position node with endpoint selection node plugged into the selection socket), resample it (resample curve) using the same number of ...
Hadriscus's user avatar
  • 783
0 votes

Choose Snapping Point?

New in Blender 4! - use the 'b' key mid-move. To Snap the corner of Box A onto Box B ( Assuming "Snap To" includes Vertex ) Select Box A and press [g] to begin a move. press [b] click on ...
JJones's user avatar
  • 121
0 votes

Reduce vertices from 14 to 10 while keeping circle shape?

On what looks like a simple shape like that, I'd be inclined to start again and set the number of vertices in the bottom-left corner Properties menu when you first add your initial object. Trying to ...
John Eason's user avatar
  • 4,116
0 votes

Align vertices behind each other

Scale the vertices to 0: S > Numpad 0 on the y and z axis, then merge them together.
NoStepOnSnek's user avatar

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