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0

the Toolpanel (t-key) have no Join tool maybe you lock for. But operator exist in the edge or vertex menü to solv your problem. Mouse rightclick brings a compact menü with operators but depense on the select modes you choose (vertex,edge,or face) . and left click or rightclick 2.8 Mode you use and choose . It could be that joining from a vertex to edge ...


8

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 ...


3

If you need vertices to be swithced places you can scale them by -1. Select them and hit s followed by -, 1 and Enter.


1

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 ...


-2

Use this addon. Enables animating almost everything.


1

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.


0

I extended your first answer, this does work: ob = bpy.data.objects['Person:Body'] me = ob.data for name in ob.vertex_groups.keys(): bpy.ops.object.empty_add(location=(0, 0, 0)) mt = context.object mt.name = f"empty_{ob.name}_{name}" cl = mt.constraints.new('COPY_LOCATION') cl.target = ob cl.subtarget = name mt.matrix_world = mt....


3

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 ...


0

blender uses python if your terrain is meshable here's a snippet to reveal vertices for a mesh. import bpy def reveal_vertices(mesh): verts=mesh.data.vertices for i in range(0,len(verts)): print('vert['+str(i)+']: '+str(verts[i].co)) mesh = bpy.context.active_object reveal_vertices(mesh) about the storing-vert-coordinates-in-a-text-file ...


1

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!


2

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 ...


3

Copy Location Constraint. From https://blender.stackexchange.com/a/139758/15543 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 ...


2

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 "...


0

Because he explains that you have 32 faces meeting into create one giant face at its end. So what he instructs you to do is to do what is basically a loop cut or extrude on the existing geometry and press i with the Blender keymap settings set in your preferences to hid the formulated edges that would have been created otherwise.


4

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. ...


0

You select the area that you want to decrease the amount on and right click if using industry compatible keymap and click unsubdivide. Or you can dissolve the vertices of an area by hitting the delete button which brings up the option menu after they are selected.


0

(If you have already subdivided it) You could use the decimate modifier. Make sure you have it set to un-subdivide and use even values in the iterations bar. You use collapse if you are working with complicated sculpted geometry. (If you have extruded incorrectly) you can always select the mesh and press w to remove doubles. Or if you are using 2.8+ it is ...


0

Since Blender 2.8, multi-object editing makes the previously given answers insufficient, as they don't list the selected vertices of non active objects. The following snippet solves this issue by creating a dictionary with the paths of the edited objects as keys and the indices of their respective selected vertices as key values : import bpy import bmesh ...


2

Just in case it is not clear to you how to "unhide" "the solidify modifier in edit mode" I am adding an screen shot to illustrate Robert's comment. :)


0

If you would like to completely separate the faces while leaving them all intact, you can select the edges shared by the faces and press V to rip them apart.


1

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.


0

There is no feature called "Bridge Vertices" in Blender 2.79 even with any of the included add-ons enabled. I did not check all of the previous versions, but I suspect it was never there either and you must be mistaken. In most versions of Blender you can connect two vertices by hitting F for Make Edge/Face. That includes versions 2.79, 2.80 and 2.81.


3

This is very easy to do. You can adjust the vertex position in the Transform panel. Just type the values into the x,y,z fields. If you cannot see the Transform Panel, it's in the Sidebar. Shortcut: N


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