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This is mostly for reference:


Add Ons

Ref

Aligning Vertices Along A Plane

  1. Change Transform orientation from Global to Normal
  2. S(cale), {Z|Y|X (Global)}, {Z|Y|X (Local)}
  3. 0 (amount to scale)
  4. Enter
  5. Change Transform orientation from Normal to Global

Basic Curves

  • Add object (Cube)
  • Add Bezier Curve
  • Select object
    • Add Array modifier
      • Consider using Merge (otherwise there will be segments that appear with Bevel)
    • Add Curve modifier
      • Select the Bezier curve
  • To add more segments: increase array modifier count
  • To refine the curve, subdivide the bezier curve

Bevel A Curve

  • Object Data Properties
    • Geometry
      • Bevel
    • Weld modifier can help clean up the geometry

Mirroring Objects[1]

  • Delete half of your model. You should now have a perfect other half with a planar “hole” where the other half was.
  • Go into Object mode and press Alt+D.
    • This will make a linked duplicate: any changes to the mesh data of one object will be duplicated over the other. Don’t move the object after duplication.
  • Ctrl+M -> X Local.
  • When you’re using Subsurf the derived mesh will not “cross over” between the halves; a seam will be visible. So to join the halves, select both and Ctrl+J. * * * Then Remove Doubles in Edit mode.

Removing Non Manifold

  • Edit Mode -> Select -> All by Trait -> Non Manifold -> DELETE VERTICES [1]

Snap Two Faces Together

Splitting Objects

Down The Middle

  • Good for cubes[2]
  • Select Object
  • CTRL+R and move curse near the axis to be cut, a line should appear
  • LMB and then RMB
  • Change to wireframe view
  • Press 1 for Vertex selection
  • Shift+LMB select the rest of vertices on one half of the object
  • Separate (P), then Selection (2)
  • You have two objects! If you're mirroring, select the appropriate object to discard and delete it.

Knife

  • Rotate the body so the cut follows an axis (make note of the angle)
  • Edit Mode
  • Knife (K), Cut Through (Z), Constrain Angle (C) <for straight cut>
  • Make the cut line
  • LMB to stop cut
  • Enter to finalize
  • Select -> Select Loop Inner Region
  • Mesh -> Separate -> Selection
  • Restore the angle
    • Without testing, I believe this would be CTRL+A -> Rotation (test this)

Older

Vertex at Edge Intersections

  • Enable the option Auto Merge and Split Edges & Faces in the Tool Shelf, then select a vertex and move it. Upon placing it down the tool will create vertices between the connected edges and the edges intersecting them.[3]
    • If you don't want to move any vertices just select one, press G to move and confirm with left click without altering the position.

Blender Guru

Probably the most useful series that I found was by Blender Guru. He's patient and walks through the items. Do the tutorial bits, they are handy. He has a handy PDF (you have to sign up to get it) for shortcuts.

Textures

Note: Only the free textures from C4DCenter are CC0. All textures from the other sites are CC0. These are all places where you can get CC0 textures.

  1. https://www.cgbookcase.com/textures
  2. https://cc0textures.com/
  3. https://texturehaven.com/textures
  4. https://www.sharetextures.com/
  5. https://texture.ninja/
  6. https://c4dcenter.com/material-library
  7. https://noedle.com/

Community

References

  1. https://blenderartists.org/t/mirrored-movement-editing/342010
  2. Found the initial steps here, however see the note about NOT having to do the rip steps. Modified steps to use Separate.
  3. https://blender.stackexchange.com/questions/2976/how-can-i-add-vertices-to-intersection-of-two-edges