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With the snap tool enabled and in vertex snap mode, all you really need to do is first select the 'source' vertex, then hover your mouse cursor over the 'target' vertex, press G and left click to finalize the snap! No need to select and drag from one vertex to another. This comes in especially handy when snapping vertices that are far apart from each other!

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You're not going to be able to fully automate this, or do it with a single tool, so I would approach the problem by breaking it down. Here's one breakdown that might work: Enable the F2 add-on if you haven't already. Subdivide the bottom horizontal edge, perhaps 20 times, as a starting point. Make a face of the vertex at the far left, the farthest left new ...

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Maybe try this kind of topology:

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Somewhere along the line, there has been a linear subdivision of the polygonal sides of your profile. See if you can get away with (the shipped add-on) Loop Tools > Circle with 'Best Fit' on selected latitudes: CtrlAlt select an edge-ring Header > Select > Edge Loops Loop tools > Circle

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Bisect Operator. By deleting verts below z=0 For a mesh where any edges cross the z=0 plane one will be removed one will not. Slight tolerance inaccuracies may lead to unwanted removal. The default cube would be reduced to top plane. Another option here may be to bisect the object using a global plane and delete the inner. (The other side pointing away ...

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You can easily create a wireframe texture and project it on top. Brick texture with 0 offset and 1:1 ratio for the grid Voronoi with Constant ColorRamp for the vertices Use UV coordinates to project it from top Nice thing is, that line thickness and dot size is fully adjustable

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It is actually simple why it doesn't work, no need to worry, you just somehow pressed or activated this button: This function allows you to select only vertices you want and you will be able to draw weights only for those vertices that are selected. It's basically a mask function for weight painting. Turn it off by clicking it and it should let you draw ...

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I first thought it was a "flat" mesh but it looks actually 3D, so in that case the knife tool, as suggested by Chris, is probably the best solution: Use K to activate, then Z to cut through. You can also try J to join the vertices. If it was a flat mesh, you have an addon called EdgeFlow made by Benjamin Sauder that allows you to align edges (I don'...

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I've found two way to do this, depending on whether you want to render EEVEE or Cycles. The part that works for both is how I impose the grid on the display, so I'll describe it first. The trick is to use a brick texture with settings similar to this: The important settings that I've changed are Offset: should be 0 Color1: is the "brick" color. ...

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Okay, if what user Gorgious commented on my question is indeed true, there likely isn't a direct way to assign a vertex to a variable. At least not in a stable way. I would still appreciate to be proven wrong though. So I decided to switch to an indirect way, which is: We give vertices some kind of tag, and then later identify them by their tag again. This ...

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If you start Blender from the command line you get this: TypeError: an integer is required (got type list) Traceback (most recent call last): File "\Text", line 59, in File "c:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\modules\bpy_types.py", line 485, in from_pydata self.polygons.foreach_set("vertices", vertex_indices) TypeError: ...

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I'm afraid I cannot help you on the 'why' front, but I may have some solutions: Remesh your mesh (Remesh modifier/Voxel remesher), this is the most obvious and probably worst option as I assume you're welding it to decrease vertex count and remeshing without losing detain usually requires low voxel size and thus more verts, try to use the adaptivity option ...

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it's the Topology Mirror option in the Options panel, under Mirror XYZ, I'm not sure how this option is supposed to work, maybe use a Mirror modifier or sometimes Mesh > Symmetrize instead? If you Mesh > Symmetrize, the Mirror XYZ alone will work.

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I would use the Skin Modifier. The vertices needs to be connected with an edge. The radius can then be adjusted with skin resize in Edit mode at the vertices. To add a skin modifier and sds modifier gives of course rounded ends. To have flat ends, don't use SDS directly. But apply the Skin Modifier. This gives you a box mesh. Then in edit mode remove the ...

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In the end, I fixed this by removing the vertex in question and the four edges around it, and re-added them simply using the J Vertex Connect Path. That turned out to look just fine, even if in theory that should have made the loop around the fuselage less smooth. Oh well.

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The same number of vertices is not enough, they have to be listed in the same exact way internally, so shape keys have to share the same exact topology of their base shape (edited or sculpted or altered as vertex location only). An useful trick is to morph both obiects toward a standard object (like a sphere) and use it as "middle" point.

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In my case, there was something wrong with uv map, after unwraping it with Smart UV Project I could export to fbx BUT then there was something wrong with fbx itself. After unlinking all materials from object in outliner I was able to export valid fbx file.

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It looks like X-mirroring was causing this. I seriously don't understand why it was having this effect but it looks like it was. It's really weird as it was only applying it to selected parts of the model.

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For the icing, turn on Snapping (magnet icon at the top) and select "vertex" snapping style. Select one of the edges on the side, and extrude it with E until your cursor is over the vertex of the mid-point. Press E to extrude again once more, and snap to the top vertex of the far side. you will see that the bottom is still not connected. Select ...

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This is a duplicate question, but it’s almost not worth looking up. It’s the hidden basics of 3-D that you cannot cut a hole in a face. In fact, even blender 3-D engine is faking a bit, since it allows you to create faces with more than three vertices. In reality, all this gets triangulated before being rendered. But Blender does not fake where sketchup does:...

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You can have hundreds of vertices to get a smooth cylinder, if u like. There is no limit. The slicing program you use might get slow if you have many verts(>100k on my machine), but it will work. Modifiers only change the look of the object unless you apply them, this option is in the down pointing angle to the right on the modifiers. To add many ...

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MeshVertex.keyframe_insert As with all objects in blender that can be keyframed, a mesh vertex bpy.types.MeshVertex has a keyframe_insert method. Python console, set a random value to each vertex $X$ coordinate, and keyframe. >>> from random import random >>> for v in C.object.data.vertices: ... v.co.x = random() ... v....

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Enter edit mode. Press "1" (not the one on the numpad, the regular number 1, to enter filter edit mode selection: vertices), Press "A" to select all vertices. Press F3 and search "merge by distance". Use 0.0002 and see if that works. Cheers.

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I think my issue was related to my strange mesh shape - just a line of vertices with a skin modifier. I was able to resolve my issue by instead using a cube and parenting the plane to a vertex on top of the cube.

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