I'm looking to create a 180° spiral staircase with a step width of 1.28m; step height of either 16cm or 8cm, and step depth of 32cm (inner) and 64cm (outer). This model will be inside, thus the player shall never see its backfaces. How can I make this model with exact measurements? I ask because I hate curves.   Any help would be much appreciated ♥
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I would like to create a half-turn staircase without a landing. Is there an easy way to accomplish this without having to manually calculate and create each step individually?  Here’s an image similar to what I would like to achive:    I have found the Archimesh add-on including . While I can bend the created stairs, I haven’t found any way to get anywhere close to the image above. My stairs just always look out of shape and I don’t know how to get the outline of the staircase into a square.  I should mention that I only have very little experience with Blender modeling, so it’s well possible that I’m just missing some curve modification basics. Perhaps Archimesh is also the wrong approach for this in the first place?
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I am trying to model a violin belly and I am intrigued, how is it possible to make faces with soft / rounded edges?    The edges I do are totally straight (see the blue amoeba).  Also, do you have some idea on how to avoid the edge loops getting too "compressed" in the middle of the model (see the red amoeba) ?    I know the Subdivision surface modifier, but I want curved edges after applying the modifier... like in this picture :  Any help will be very appreciated. Thank you in advance!  Marcos  2nd part  In fact, I've tryied to model using nurbs and bezier curves, but I wasn't able to find any tool similar to loft that works with curves, then I was forced to convert it in meshes, the results were not terrific and I've started to move the vertices manually, a real pain... Unlike a guitar, each edge loop is on a diferente elevation on z axis and I have to keep the original dimensions, So I have to be extremely careful when using the subdivision suface modifier. I've already modeled this think on three different CAD softwares, but the meshes are far from good... I want to improve the edge loops, but it will be a long path... Thank you again.
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I am trying to create a vase that looks similar to this:    If there is another post out there I will happily remove this one or redirect it there.  Specifically, I am trying to create the creased effect in the geometry that looks like it is twisting around the vase.  I have tried using Checker Deselect and extrude->scaling the verts but that really screws up my mesh.  Link to my model if it helps:
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In  tutorial in the first couple of minutes it is explained how to set the dimensions of a cube and match the background images to this mesh. I have tried to get it right but till now I did not succeed. This is what the creator of the tutorial says in the comments:      I'm keeping only one mesh and just changing the x and y values of my   background images you can see me add at 3:00. We want all the   background images to match that one mesh.   Here are my images:     I think front and back images match to the mesh. But for the right, left and top view I only get one dimension matching. I don't see how you can match both dimensions matching without changing the mesh
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I was wondering if anyone knows how to set up a hose-like, cartoon-type limb like in this picture?    My current setup for my model's limbs uses Inverse Kinematics and actually works quite well for the moving whole arm around, although I do get some really nasty-looking deformations I get when I try to bend the limb, but this isn't my primary concern right now.    My main concern is that while I can manipulate the arm as a whole without trouble, trying to get the arm to bend like in the first picture is an extremely frustrating and finicky affair.  Basically, I need some method of being able to improve control over how the arm bends in order make more manageable for posing the model.    My first solution was to try and add a second IK controller to the arm that could be used as a bend point to create a curvature in the arm.  Unfortunately, trying to manipulate this second controller doesn't seem to do anything at all, and I'm not too sure whether or not I screwed something up in setting up the IK controller or if you simply cannot attach another IK controller to another IK chain (I assume the answer is the latter, although me screwing up in setting up something is also quite plausible).  Another potential solution I saw on various tutorial videos was using a Bezier Curve to control the overall curvature, but I'm not too sure whether or not I can attach a Bezier Curve to only part of a model rather the whole thing.  I tried looking for a solution by searching YouTube for a tutorial on how to rig cartoony hose limbs, but instead I was surprised by the dearth of materials on the subject, especially since its been a staple of animation since pretty much the very beginning of the medium.  I mean, I get that the standard skeleton armature is a lot easier to setup than the classic hose-style limb, but it is simply not the look that I want for this particular model.  One final thing to keep in mind is that I've been making this model for a game project that I've been working on, and thus any potential solutions for this problem must be compatible with game engines like Unreal Engine or Unity.  I hope that what I'm not asking for too much, and that I would greatly appreciate it if anyone could offer any potential help with this endeavor.    Sorry for not responding earlier, but thanks a lot for going to the effort of responding to my question, although it would appear that it wasn't needed to begin with.  After going back and playing with the armature some more, it turns out that Inverse Kinematic chains that I set up for the arms actually do work for posing, I guess I just didn't have a very good grasp of how to properly control them.  It's probably for the best that I use Inverse Kinematics anyway because I am trying to make a model that can be imported into Unreal Engine 4 and my understanding is that game engines like Unreal and Unity are incompatible with Bendy Bones.  At least that's what I have read in the past, I'm not sure if that has changed recently, but my recent attempts at trying to look into the matter has mostly come up with older information, so I have to assume that nothing has changed so far.  However, despite the fact that I won't be using your solution, I still think it was worth posting anyways because while I might not use it, there's always the possibility that it might help someone else out.  There is after all, a distinct lack of info out there on how to do cartoon-style hose limbs and having this information out there means that others can now find it and use it to help themselves out.  Its because of this I decided to go back and add some additional tags to my original post to make it easier for others to find this info.  Regardless of everything, thanks again for the help!
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I know the title is a mouthful, but this is the problem: I made a curve with 90 degree corners, like so:  I then beveled it, and this was the result:  As you can imagine, this isn't very pretty. I'm looking for something like this:  How can I achieve this look?
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Imagine a two-dimensional grid consisting of 20 points along the x-axis and 10 points along the y-axis. Suppose the origin (0,0) is in the bottom-left corner and the point (20,10) is the top-right corner. A path on the grid consists of a series of moves in which each move is either one unit to the right or one unit up. Diagonal moves are not allowed. How many diﬀerent ways are there to construct a path starting at (0,0) and ending at (20,10)?  I'm a little stuck on this one. I feel I'm headed towards the right direction, but I'm not sure if I'm doing this right. For every move, there are 2 possible choices. If we want to get to (20,10), then there are 200 points from the origin to this point. And I think order matters here, so we would use permutations, so I come up with 200 P 2, which is 39,800.
112360
I have the following code:  \draw[step=1.0,black,thin] (0.5,0.5) grid (5.5,4.5);   which I would like to have generate grid lines in the Y direction at y = {0.5, 1.5, 2.5, 3.5, 4.5} and grid lines in the X direction at x = {0.5, 1.5, 2.5, 3.5, 4.5, 5.5}.   However, I get grid lines at y = {1.0, 2.0, 3.0, 4.0} and x = {1.0, 2.0, 3.0, 4.0, 5.0} with half cells around the edges of the grid. So instead of having a closed uniform grid, I get one with open edges and two half cells at the borders.   Does anybody know why it doesn't honor the starting point and stride?
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Certain things in the game occur when you have taken x steps. Happiness, egg production/hatching, etc are all determined by the number of steps you have taken.  In previous Pokemon games, it is immediately obvious when you take a step. You press up, your character moves one step. There are only four directions to move in, and each step is locked to a grid.  In X/Y, however, movement is more fluid. I can take what seems to be a "partial step" by bumping the analog stick quickly, or move at an angle that wasn't possible before. In addition, there's no built-in step counter (like the Poketch app for DPPT), so it seems I have no way of knowing at all what a step is.  Is there a specific distance that counts as one step? If so, what is it? When moving at an angle, is the distance Euclidean (e.g. ~√2 steps if I'm moving at 45 degrees for one unit in both x/y directions)?
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Can someone help me create a spiral (helix) similar to the one shown in the image? How might this be done except from drawing the curves perfectly by hand?    I achieved the desired result, but very painstakingly by drawing everything from hand. See the pictures below. To specify my question: Is there a simpler way to draw a shape similar to this?
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I'm trying to model a facade of an arch and I need to create a spiral as shown in these two photos.    I tried using the addon "Add curve: Extra objects" to create the spiral but  I can not remove the smoothing of vertices. Besides, I'm not sure if I'll have any problems when I change the mesh to adapt the spiral. Note that the figure in the pictures has a relief.  Is this the best way to model the figure?   Note: I'm learning Blender and I followed .
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Question: Suppose you wanted to model a Ferris wheel using a sine function that took $60$ seconds to complete one revolution. The Ferris wheel must start $0.5\,\textrm{m}$ above ground. Provide an equation of such a sine function that will ensure that the Ferris wheel's minimum height of the ground is $0.5\,\textrm{m}$. Explain why your equation works.  Format of equation: $y = a\sin k(x - d) + c$ I need help because I don't understand how to determine the equation. For example: how am I suppose to find the amplitude and the $c$ value if I only have the minimum value and not the maximum value? Also, I don't understand how to find the phase shift (value of $d$) if I am only given the minimum value and the period. Please help!
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I have looked at other similar questions on this site but couldn't answer my question. I have a model made of cubes the edges look very sharp (I would put a picture here but I don't have the required rep) is there a simple way to make the edges round?
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I'm trying to create a UI design for my 1024x768 screen.   I know there's a grid system out there. I've read about the benefits, etc. I understand, I think from a fundamental level, why I need to use them.  But I'm so confused about how to create my own grid for my designs.  How, for example, do I decide how many columns to use?  Is there some way to take a look at a wireframe prototype and immediately be able to assess how many columns I'd need to use?  I'm essentially taking wireframes and "skinning" them out in Illustrator.   The other thing I've noticed is that sites that talk about grids sometimes show examples that confuse me a bit.  For example, I've noticed that a site will have 12 columns, but some of the boxes that align to the left side of this column have an overflow on the other side--meaning they don't fit into the column perfectly.    Can anybody help me decipher grids?  I've looked through other threads, but it still answering my questions as to HOW you step-by-step set up a grid to fit your design.
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I want to divide this model into separate pieces to prepare it for the next stage of a project. The divide needs to be made down a curved line (which I hope is visible in picture).  ,   I figured out how to cut it down a straight line a couple weeks ago, but apparently a curve is a different beast. Is there an operation for this, or do I have to manually make a bunch of straight cuts (or something equally painful)?
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I apologize the poor image quality and that I don't know how to rotate the image, please see image below.    In this tetrahedron, angle α and β are known and the following are true: AC=BC; AO=BO; OC is perpendicular to plane ABC  As a result, the following are true: angles: CAB=CBA=(180-α)/2; OAB=OBA=(180-β)/2  The question is: what is the length of OC?  (In terms of other lengths and angles)
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How can I add thickness to a curve? I already tried with the extrude and depth options in the curve settings, but it doesn't work properly.