When in object mode with wireframe display, Blender only draws edges between non-coplanar faces, or edges which only belong to one face. For example this image shows switching between object and edit mode:    Using the python API, is there a way to access the object mode preview mesh, or some other way to tell if an edge would be rendered in object mode? i.e., without having build a list of faces for each edge and then check whether every pair of faces is coplanar?  I don't want to display all edges in object mode, so option "Draw all edges" is of no use. In fact that is the exact opposite of what I want. I want to export only the edges which are shown in object mode, using a python script.
94789
I sometimes like to view my models in wireframe mode, but it doesn't show individual faces, only lines representing the general formation of the object. With subdivisions (especially) this does not achieve what I'd really like to see, which is more of a &quot;blueprint&quot; look. Solid view:  Wireframe:  What I want (except this is solid):  What I want (except, this is edit mode, not an actual drawmode):  Is there a draw mode that can achieve this? P.S.: I don't mind if the answer uses Python. I'm not a Python programmer but I'd be able to understand the code (I've got programming experience and have used Python on and off before).
6784
I created a skybox in OpenGL (through LWJGL), but the only way I found to render it behind all objects was to make it very big. This leads to ugly edges between the 6 skybox planes.  Optimally, I would draw a small skybox and disable DepthTesting on all other objects, but since I want those to display in the right depth order, that isn't possible.  How can I do this?
38108
I need to create many pairs of edge loops on different objects. The way I do this is shown in the animation below.   There is a further step I often do which is moving the edge loop using its transform value in the properties panel, to ensure they are always same distance apart.  Is there an easier way to add the same number of edge loops again to the side of the original 3 loops?
116717
If i switch between solid and wireframe mode, i can see in the info window that these commands are invoked :  bpy.data.screens["Layout"].shading.type = 'WIREFRAME' bpy.data.screens["Layout"].shading.type = 'SOLID'   Now i want to execute this command using python console. So i cut and paste the codes into python console but i got this error :   &gt;&gt;&gt; bpy.data.screens["Layout"].shading.type = 'WIREFRAME' Traceback (most recent call last):   File "&lt;blender_console&gt;", line 1, in &lt;module&gt; AttributeError: 'Screen' object has no attribute 'shading'  &gt;&gt;&gt; bpy.data.screens["Layout"].shading.type = 'SOLID' Traceback (most recent call last):   File "&lt;blender_console&gt;", line 1, in &lt;module&gt; AttributeError: 'Screen' object has no attribute 'shading'   Does anyone know why ? and what the correct script should i use in python console ?  Thanks
120665
My question is: why do Object mode scaling and Edit mode scaling seem to be incompatible? I'm quite new to blender, so I may not know sth important about these modes. The actual case is:  I create a cube, which is 2×2×2 metres in metric units by default  (it's also shown under 'dimensions')    Then, with the cube selected, I switch to Edit mode, and enable 'Edge info: Length' under 'Mesh display'    And it shows the cube's measurements, which are 2m on each edge.  Now I use the scale tool in Edit mode, making the edges 2.244m    That's good so far. Changing back to Object mode, the changes can be seen under 'dimension'    However, when I use the scale tool in Object mode, the scale and dimensions also change, but changing back to Edit mode, the measurements shown remain the same      So the question is, why does the scale tool work differently and have different effects in Ojbect mode and Edit mode? Also, how can I enter the desired size of my cube manually to get an accurate result, without using the scale tool in Edit mode, and without changing the scale ratio in object mode?
46152
I'm trying to fade an object's regular solid surface into its wireframe.  I've got as far as duplicating the object and deleting vertices until I'm left with an area of overlap.    Is it possible to render this in such a way that there is a smooth transition at the area of overlap? Maybe there is a better way to achieve this effect?  Another example:
29600
I have a simple mesh of a cube.  I would like to know what are the coordinates of each vertex in the rendered image (i.e. for each 3d vertex I'd like to know it's pixel coordinates).  Is there a way to do this?  Clarification:  I'm experimenting with a pose estimation algorithm (i.e. finding out the 3d pose of the object) from a (set of) 2d image(s).  Instead of taking an image of a real object with a real camera I synthetically render the image of a cube using blender.  In this way I know the pose of the object and the intrinsics of the camera, so I can easily validate the results of the pose estimation algorithm. Pose estimation algorithms usually require to provide them with world points on the object and the corresponding image points.  So what I'm looking for is a way to produce a dump of correspondences of the 3d point &lt;--> image point as a byproduct of the rendering procedure. Thanks, Alex
106116
Is there anyway to cleanup vertices/edges in edit mode?  I have been deleting some faces from a mesh but it seems to create a few loose vertices/edges.  Update for clarity:   So I have a mesh like this:    And I delete some parts of it and end up with some edges/vertices that do not have any faces:    Can I automatically select and/or remove those?
30818
I have been using Blender for quite a long time and I just want to make sure that there isn't a better way of selecting edges, that I might not be aware of. It is so cumbersome to have to click every single edge when I don't want to select an entire edge loop but a portion of one instead. I was wondering if there is some way in to specify a start edge and an end edge and then be able to auto select every edge in between?
2281
I have created two bezier circles, then converted them to meshes. When I press tab to enter edit mode, the objects appear completely black.   You can see the exact tutorial I am    Why do they appear black, and not have any subdivisions? Is this a problem with blender, or is there a setting I need to change?   Edit Mode   Edit Mode + Wireframe view
117213
I need to know how to render a object on Blender Cycles but only as a wireframe, for example, like this:    Also, it is possible to vary between the smooth wireframe object and the polygonal wireframe object?   Thanks in regard.
10602
When I extruded vertices in edit mode, for some reason one of the sides of my 3-D model (the textured-looking side to the right) is creating a lot of errors. First off, it automatically sets extrusions on the x-axis. Secondly, it doesn't allow me to extrude planes into 3-D shapes. Thirdly, I can't increase the height of vertices without it creating a new face. Finally, it renders those automatic textures to create a grainy black texture in render mode. I attached an image with the solid object (top) and the rendered object (bottom). Note: I did not set any textures or alter the lighting on the model. Also, the left gray side is working perfectly fine without errors.
95946
I am trying to learn Blender. While trying to render a subdivided plane with an image texture applied to it, the subdivision edges are not removed in the rendered result.  Kindly, advise, why these edges appear in the render.
46131
I have a  which I import into Blender.    Now what I'm trying to do is to export the coordinates of vertices into a .ply file. When I export these vertices into a .ply file they are not correct. It seems that it only exports the coordinates of the single face which you can see in the picture. How can I export those vertices correctly?  EDIT The .csv structure:  1;2;3\n  4;5;6\n  ... Each column is separated by a semicolon and each row by a new line.
59673
Often when a mesh light is visible in the camera, the edges are not anti-aliased.  No matter how many samples I do, the lamp border always looks jagged and pixelated.  Is this a rendering error? How can I get around this issue?    And zoomed in 4x:
86913
In order to demonstrate my problem, I created a simple scene with a cube and I used Vertex Paint to color one corner.    When I export to COLLADA, I make sure that "Include Material Textures" is checked.    The vertex colors are not saved properly.  I've verified this by importing the COLLADA file back into a new Blender file and also by importing it into MeshLab, Sketchup, Photoshop and 3DS Max, none of which showed colors.  I know the Stanford PLY format also supports vertex colors (and it worked well for this same cube), but the actual scene I'm dealing with has thousands of little complex objects and PLY can only export one object at a time.  I could write a script to export each object, but I'd rather get into one file.  (using Blender 2.69, Linux 64-bit, any more info needed?)
36232
Here is the image to explain what i want    left box shows how i have set loopcuts (green is the face that i am extruding and moving). Middle one is what i want to get. The right is the issue with blender. the red faces will remain. (i have removed doubles on those faces) So is it possible to extrude inwards so that you dont have those faces hanging ? I know i could just delete those faces and thats it. but if you have lot of elements with similar idea it will get time consuming.  Thanks