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Update as of June 23, 2019 Plenty has changed since the original posting. I figured it was worth updating this post to highlight two excellent videos provided by two of the celebrities in the community, Gleb Alexandrov and Andrew Price. Both of the videos are top shelf quality, and well worth viewing. Mr. Price was largely responsible for kicking the ...


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Knife Project Tool The tool you are looking for is the Knife Project tool. Here's how to use it: Create your cube that you want to put the circle on Add a circle curve: SHIFTA -> Curve -> Circle Position the circle in front of the face you want to put the circle on, as shown here (highlighted in green): Now go to the viewport where the circle ...


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An updated 2.8 answer can be found here In both edit mode and object mode; press N to open the Properties. Scroll down to the 3D cursor. There are three number fields one each for the X, Y, and Z axes. For finer control use Alt or Ctrl while dragging the mouse. Also see the Manual. Note the coordinates are always in Global, how the transform orientation ...


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Ctrl + B in the 3D Viewport or the Camera View will allow you to drag while holding LMB select the area of the image you want to render. If you want to clear the border, press Ctrl + Alt + B. Shift + B also still works in Camera View but is only there for compatibility and will be replaced entirely by Ctrl + B in future versions. For "Render->Render Image"...


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No need to subdivide the whole plane, no need to add vertex groups or modifiers! All you need is Ctrl+Shift+B and middle mouse button scrolling on vertex or vertices:


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Have a look at the blender manual. You can also use the snap menu pressing Shift+S. Cursor to Selected Snaps the cursor to the center of the current selection. Cursor to Center Snaps the cursor to the origin of the scene (location 0,0,0). Cursor to Grid Snaps the cursor to the nearest visible grid lines. Cursor to Active Snaps the cursor ...


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With out more detail about the situation, it's hard to say how you might go about this if there are any special considerations. Here are the basics: UV unwrap your object. Create a new image in the UV/image editor (Alt + N or Image > New). Add a texture node to the objects material(s) and select the new image. If there are more than 1 material repeat this ...


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Yeah, you could... You could do this with trigonometry. You'd need three drivers: X Location, Y Location, and Z Rotation. If you want to drive it based on, e.g., the frame, you could pick some constant T for the period (the number of frames for a full circle) and r for the radius, to get: X Location: r * cos(frame / T * (2 * pi)) Y Location: r * sin(frame ...


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In edit mode with a face selected press ShiftNumPad 7 That will align the view to the active face. If you want to align the view to a different axis relative to the face, ShiftNumPad 1 and ShiftNumPad 3 can be used. Ctrl can be added to any of the key combinations to invert the view. For example, CtrlShiftNumPad 7 will look at the "back" of a face. For ...


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Unicode font Copy the solid right arrow 🡆 from unicode arrows Add a font, edit mode, select text, select font, paste arrow, extrude.


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Such a material works by reflecting the incoming light back towards the direction it originated - since your car headlights are very close to your own line of sight, you see a strong reflection of your own lights. You can replicate this behaviour in a material by simply manipulating the surface Normal in a Glossy shader that can then be mixed into any other ...


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I think the one who made that reference GIF (in another software) used two Simple Deform modifiers: Create a plane, switch to Edit mode, SY2. then use a loop cut to divide it into two squares, then subdivide; Add a Simple Deform modifier, set deform method to Bend, use a new empty object as its origin, select the empty, then RX90. (to bend it along an ...


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Press C while in knife mode to enable Angle Constrain. Note that it snaps to angles relative to the view. For cuts on faces which are not aligned to any axis, you can: Press ShiftNumpad 7 to align the view to the face Press K to enter knife mode, then C to enable Angle Constrain:


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So I thought to myself: These answers are so amazing, but they're hard. Even I have trouble recreating them. I have to do something. I need to provide a simple and effortless answer and after a while, I found it. Step 1: Create a seven sided Cylinder. Step 2: Build this ordinary and straightforward armature (shouldn't take long) and connect it to the ...


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You could use the Bevel Modifier from the properties panel. Example with Segments set to 3 and Width 0.1 (red cube) Width 0.3 (blue cube)


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There is no doubt that the best result can be generated by using Particle or Physics system, which is a bit complicated to talk about in a few words. A quick-and-dirty way is shown as below: Switch Transformation Orientation to Normal, try to find and select a single vertex which Z axis towards up (or nearly up). Press ShiftG1 to select nearly all possible ...


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Use Blender's snapping feature with Snap Element set to Face. The configuration group is right on the 3D View's header. If you activate Snap during Transform (Shift + Tab or the magnet button), you don't have to hold Ctrl while grabbing the object. You can also Align rotation with Snapping Target (2nd button from the right) so the snapped object aligns its ...


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You can use Align Objects available in the 3d view header under Object > Transform > Align Objects. This will bring up a panel in the toolshelf and you can choose the axis to align the selected objects on. You can also choose to align relative to and the mode to align by.


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For 2.8 and newer: This is now possible. Keys are shown as diamonds, like in the dope sheet. Mark them and hit X to delete them. For 2.79 and earlier: No; not in the timeline. This is done in the Dope Sheet. Hit B to select with a rectangle (or any other selection method). Hit X to delete selected keyframes.


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You can script this functionality with python and install it as an addon. I have created such a script. It can be downloaded from here and I will insert the current (2019.07) version at the end of the answer. Install it like any other addon. (The old version can be found here.) To use the addon, press I in the edit mode of a curve. You'll be prompted into ...


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There is a great addon called Enhanced 3D Cursor that makes positioning the 3D cursor much easier. After installing and enabling it there will be a new panel in the properties region. That is only part of the addon's power. Now when you press F10 or simply click and hold the LMB the 3D cursor will snap to your objects' faces. Furthermore if you hold shift ...


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If you plan to texture this, read through all the steps once before beginning. There is a UV mapping tip at the end that requires planning in advance. Now let's get on with it... Start with a cube, make it tall Add a plane and fractal subdivide it Fractal subdivide it again This time a little more "fractally". (If by any chance this is going to be a ...


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Two weeks and you are thinking of quitting? No, no, no that will not do. For anything even starting to be complex two weeks is just not enough time to call it quits. Learning takes time. How much time depends entirely on your effort. You have a good motivator to learn blender, to get into University. So do not loose sight of your goal. Now how to go about ...


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I usually do it like this, it's the quickest I've been able to find. Add a curve (I like to use paths because they are initialised as a straight line) Change its shape around a bit Convert it to a mesh Altc Extrude (in edit mode, e) Admire the beauty.


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As usual, it looks as if this is simple enough to model, but the devil is in the details. Look closely at the flat space between each section, and notice how the twist is not entirely uniform either. And I feel a non-destructive approach would be best, so that other variants of onion domes can be constructed fast. My rendition: start with a curve. I used ...


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Add a Circle and set its vertices number to 10. Scale and rotate it to fit the picture using snapping tool (click on a magnet icon and set its type to Increment). Hold down Shift while rotating to do it precisely. [In this case i rotated a circle 18 degress]. Being in Edit Mode select the whole circle (A), then pres W-->Subdivide. Delete one half of a ...


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There undoubtedly lots of ways of doing this. Here's one of them: Array modifier Use an array modifier with an object offset to duplicate one board object around radially. This way all the boards can be easily tweaked later on by editing just one; changes will be copied to the other boards. Create the board object. If you want a certain number of boards (...


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Further along the research path, when comparing the output against the expected using GIMP, the LUTs generated from displaycalGUI seem to be absolutely correct and as expected. A few quick tests later however, revealed that GIMP is stuck with Relative Colorimetric rendering no matter what setting is selected. Needless to say, this answer has been validated ...


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Select your edge, open the edge menu with Ctrl+E or the specials menu with W and select "subdivide"


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