Disable the modifier's visibility so that you can see the mesh as it is without any Subdivision Surface effect. As you can see the topology is quite messy, you must have worked on it with the modifier visibility on, so you were unable to see it, you need to fix that in Edit mode:
Hardops nowadays has Accushape for this exact purpose.
I also really like MeasureIt Tools and CAD Transform addons for any precise modeling.
This video below demonstrates using Accushape and MeasureIt Tools for the task in the question.
Yes. Go to the armature properties in the properties editor, and near the top there will be a Radio button between “pose position“ and “rest position.“ switch it to rest position to temporarily hide the pose as it were.
Delete all the front faces and and start again.
Make sure to start with just one face.
Select it in Edit Mode. Use Inset Faces and then Extrude Region. No need to Bevel yet unless you want to round off the edges afterwards.
The solidify modifier not being applied is your problem. Because the original mesh surface was still just a flat plane set, you are equivalently sculpting the flat surface, then solidifying it. Delete the solidify modifier, go to edit mode, select all, select boundary loop (the border of the rectangle), extrude it, and then create a face.
You can use Set Length operator from Mesh Tools add-on.
Transcript of the GIF:
Select one edge, press N to enable Numbers panel, go to Edit tab > Mesh Tools > Edge Tools > Set Edge Length. Hover your mouse over Target Length and press Ctrl + C to copy the current length.
Select Two edges connected to the measured one, again click on Set Edge Length,...
When you ask for a perfect square, you're asking to manipulate individual vertices to place them exactly, and the ways I know how to do this are tedious. The easiest way to get a reasonable square is to
Inset the face so that one pair of opposite sides are the right length for the square. For my example, I'm going to pick the pair that are parallel to the ...
I'd use a knife tool, though you need to create a face for it to work, and then remove created edges...
Select edges, F to create a face, K for knife tool, click on one vertex, move up, C for constrained angle, click, ENTER to confirm cut, 2 for edge selection mode, select edges, X remove them... Quite a lot of operations if you don't have a face and don't ...
You can edge slide a single vertex. Select it and type GG and then move it:
But if the sloped line has endpoints that have the same x coordinates as the bottom line, there's another way:
Subdivide the top line into the same number of segments as the bottom line:
Each new vertex in the sloped line has the same X coordinate as the corresponding vertex of ...
I don't think it would be possible to implement a general Extrude operator that would work the way you want. If there were more than 2 edges to be brought out, they might contradict one another.
Here's one way of using the shipped 'TinyCAD' add-on as an alternative to @Marty Fout's answers ... There are others, and this solution is certainly no better than ...
The trick is to use some supporting geometry. Rather than extruding, add a face and use the knife tool to make an additional edge:
If you use 'c' with the knife tool you'll get a perpendicular edge.
Now loop slide your new edge with 'C':
If you don't want to add and then remove faces, you can select the two edges that are adjacent to the edge you want to ...
The solifidy modifier CAN work with only edge data, but as you realized, there are two caveats :
The created geometry is edges only, and no new face is created (so the intended behaviour is not respected)
The created geometry is displaced along the vertices normals, which can be a bit tricky to estimate or to modify in such meshes.
Keeping in mind your ...
You have converted it to a mesh, and then extruded the points in edit mode.
Another way you could try is to keep it as a bezier curve and remain in object mode and go to
object data properties>geometry>extrude
You can set the bevel and offset at that point, and then convert it to mesh afterwards.
This seems to result in very smooth geometry.
I've written a library called Blogo (https://github.com/mlewis109/blogo) which (I think) will help you a lot with what you want to do. It allows Blender python to be written in a similar way to the Logo programming language. You define a cross section - such as a circle for a wire - and then this is swept through space using commands like "forward&...
Change the value of NurbsObject().data.splines[a].points[b].co, checking points[b].select if you'd like to restrict to only currently selected points:
def AnisotropicRandomizePoints(scale=(1,1,1,0), points=None):
"""Anisotropically randomize the coordinates of NURBS points.
Accepts a sequence of length four as its first argument,
Quick and dirty solution : Scale everything by 0 along Z axis, then Apply Scale.
bpy.context.active_object.scale = 0
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
One way, if it's not too painful, is to work in a Cycles rendered preview:
Then we can select any vertices we don't want to see and hide them-- Cycles will still draw all the faces. Note that this has all of the other effects of hiding as well, the vertices are unselectable and won't be affected by proportional editing (maybe other stuff too.)
Of course, ...