37

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 ...


15

You can also use the To Sphere function for that. When used with a 2D mesh it makes a circle. Mesh > Transform > To sphere Shortcut: Shift+Alt+S and press 1 for a full circle.


10

In 2.8+ the 3D cursor has changed quite a bit. Using the default blender keymap in left click select mode the keyboard shortcut to move the 3D cursor is ShiftRMB . There is the "Cursor" tool (found in the top of the tool bar) that when active allows you to move the 3D cursor by simply LMB (just like in 2.7x). As a side note when using right click select ...


8

There's an add-on called "mesh tiny cad" which is still included in the standard installation of Blender (2.79 and 2.8+). Pick any three vertices in Edit Mode RMB -> TinyCad -> CCEN, You'll see a circle of verts which you can adjust (radius, num of new verts) This add-on/operator doesn't care about the orientation of your three vertices, it's not limited ...


8

You can start with a simple plane. First set modifiers to it: Mirror on X and Y Array on X (merge option checked) Array on Y (merge option checked) In edit mode grab the plane to set the origin point to bottom left. Poke face CtrlF then choose 'poke'. Select the outer edges. Subdivide them W then choose 'subdivide'. Select the bottom left and upper ...


6

Using the "Create Pattern" function that comes along with the TexTools add-on you can create the base for the pattern the following way: Go in top orthographic view and make sure you are in Object Mode Press Shift+A and select "Create Pattern" Select the Diamond pattern and set the "Size" to "2", leave "Scale" at 1.0 Go in Edit Mode and cut the square once ...


5

Snapping any face to any other face works quite reliably with a custom Transform Orientation and a helper object as described in How to Align Any 2 Faces . Snapping to any face in Blender 2.8 We want to have this, but the round object is rotated in an unsuitable fashion. Step 1 – Select the face to align in edit mode, and create a new Transform ...


5

As of Blender 2.83 (currently in alpha at the time of this post), this can be solved by using the "Adaptive Sampling" option in Cycles. Adaptive sampling will automatically stop sampling in areas of the frame that are no longer noisy. To enable it, check the "Adaptive Sampling" box in Render Settings > Sampling Once adaptive sampling is enabled, the render ...


5

Please See Loop Tools. Please Click on the image to see a larger image. This is an addon which may take 33 seconds to install from User Preferences. In the later version of Blender the addon appears with the context menu. (Click with the other mouse button) Now that you know the name of the addon you can see videos about how to use it on the famous ...


5

Instead of arraying a plane along the curve, try arraying a simple vertex. Tweak the constant offset in the array modifier to get the desired offset. Then create the object you want to instance. Set its parent to the "Arrayed vertices" object. Go to the parent object and in the object properties. Set the instancing to "Verts". Don't forget to add a high ...


4

Edit: Robin Betts inspired me a simplification. You could do it with arrayed meshes: Build your segment, move up the middle with the Proportional Editing option, duplicate and turn it upside down. Give it 2 Array modifiers to duplicate the segments on the X and Y axis. Duplicate and rotate the whole thing 180°. Keep a copy somewhere, rotate all 45° on the ...


4

I think you should get something pretty good with sculpting, you just need to observe how the fabric behaves. Here's a quick try, I've given the object a Multiresolution modifier, when you're fine you can bake the normals, delete the Multiresolution modifier and use the normal map on the original low-res version.


4

A typical way would be simply to duplicate the bottom edge of the wall, and convert it to a curve, down which you can sweep a profile of the molding. ShiftD Duplicate the bottom edge of the wall P separate it into its own object, and Header > Object Menu > Convert it to a curve. (The 'Path'). Make the path a 2D curve, to ensure clean miters. Construct a ...


4

I'm not entirely sure I understood what you have in mind, but your description really made me think of the Export Paper Model add-on: The add-on must be enabled (Edit > Preferences > Add-ons > Export Paper Model > ✔) Create your mesh (or meshes) the way you'd normally do it. Blender 2.8x uses real-world measures by default: you can check in the properties ...


4

I assume you're looking for fullscreen by default. Open a new blank file. Go to Window > Toggle Fullscreen Window. Then, go to File > Defaults > Save Startup File Edit: To stop renders and file browsers from popping up in new windows, go to Edit > Preferences. Then select Interface > Editors > Temporary Windows. Keep User Interface will not make any ...


4

It is possible! A few steps needed for it though. You have to use a camera for this to work, the camera can be set up so the boundaries are at the edges of the screen, activating "lock camera to view" (function is in my favorites menu) makes it then possible to look around and rotate the view while staying in the camera. After setting up the camera view, ...


3

I think I figured it out - but I couldn't get the normal variable = property to work, so I just spelled it out to get it to work correctly. This is a pie menu add-on that you need to compress to zip before installing, and it is set to use Shift-G to call the pie menu. The included toggles can give you an idea of how you can set up the others you want, or you ...


3

This is actually really quite straightforward by using Freestyle and the Freestyle SVG Exporter add-on. Start by enabling the Freestyle SVG Exporter add-on. The add-on gives you an additional panel in the Render settings that allow you to configure the generation of SVG files. Whenever a frame is rendered, the add-on will also generate an SVG file ...


3

This is my workflow for developing add-ons outside of the Blender add-on directory: Save script files in text editor Run a script to copy script files into Blender add-on directory Reload script files in Blender Run a script to copy script files into Blender add-on directory When you install a .zip add-on installation file inside of Blender, the ...


3

One way is to use the Simplify function. You can set Max Subdivision for Viewport or Render in your whole scene. Render Tab > Simplify > Viewport


3

The following Add-on code can do this for you. Save the code as oco.py and install that file as an Add-on in Blender. You can then activate it when searching for Collection Ops in the Add-ons section of Blender. Once done, right-click in the Outliner on the collection you would like to exclude for all other View Layers and select the command on the bottom: ...


3

Particle system from single vertex Particles Rendered as Object Curve with Physics Properties > Force Field > Curve Guide Distance can be adjusted by number of particles Edit Note: increace Curve resolution in Data Properties > Shape > Resolution Preview U to max (64) to avoid sliding in corners Or use Instances from Vertices seems to me as ideal solution ...


3

Particle System above. Objects are emitted from faces. All the particles can be changed with a single GUI entry. Non faces are ignored. Carefully duplicate the settings. The number setting should be suited to your case. [Particles/Face] <-- 1 and [Random] <-- False. Particles can conveniently represent a sequence of items. Suit to your needs. You ...


3

Two ways that come to mind. Separate Collection for each setup. Uses the same render settings. Different Scene for each setup. You can set up different render settings for each scene. Using Collections. One click to enable, second click to set camera as active. Using Scenes. Change your setup and active camera with one click.


3

Yes it's possible Select the lamp Shift+Select the armature Enter into Pose mode (Ctrl+Tab) Select the bone you want to attach the lamp to Ctrl+P and select 'Bone relative'


2

If you prefer with gui, this free add on will help works on a lot of font Blender objects, mass font editor


2

You can't apply scale on multi-user object data. You will have to make the single user objects. U > Single User You can relink the object data after applying the scale. See this answer for more information on relinking.


2

Is the shading of the groves (within the fingerprints) supposed to change with the light/camera orientation? If so, you'll want to use a texture to control the normal to the surface (bump/normal mapping). You can find some info here https://docs.blender.org/manual/en/latest/render/blender_render/textures/properties/influence/bump_normal.html For example, ...


2

I saw the happy globe on reddit:) You can get a goot fingerprint texture for free from Poliigon.com. https://www.poliigon.com/search?query=Fingerprints You need to change the render engine to Cycles and create a material while you have an object selected. Click the "use nodes" button and open the node editor (where the different modes can be chosen). In ...


2

First off there is no reason to be adding a cube up there to fill in the roof, you could simply do that (in edit mode) by adding a loop cut (CtrlR then right click or Esc to cancel the movement so the new loop jumps to the center) in the base cube then moving the new edge up to meet the peak of the roof. If you did want a separate cube for the top and ...


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