Select teeth Select fish Slice   Delete the slice  Result:  Moving the teeths before applying the slice tool alters the remaining teeths without leaving any clues why Teeth object:  Face orientation:
120772
I am trying to build a pc in blender and I just updated my blender to 2.91 but the boolean modifier doesn't seem to work as expected on a specific area.I am attaching a video below
94100
If I have the move gizmo on it restricts me from selecting a vertex that is below one of its axis lines. Also if I have a vertex selected and I want to drag around another vertex then it is interpreted as a move on the vertex that is selected.  I checked the preferences but could not find anything that would do the trick.  thank you
49772
I'm trying to follow the following answer from the site:   I could do almost everything, but when I have to do the (spiral) loop cut the program doesn't allow me and I don't know why and in the answer there is no clarification of how it's done.     Additional info: Before I remove the screw (even after doing the knife intersect) I can do the spiral loop ring as the picture shows.  When I delete it I cannot do the spiral loop cut nor select the linked objects all the spiral with CTRL+L and I have to do it manually.
87462
There are several spells that require the target to be "humanoid" such as , , etc.  However, if the target is Polymorphed after that spell has been successful, then what happens?  Does the change in form to Beast end the spell effects? Does it suppress the spell until the correct form returns? Does it do something else?
12081
For example, I have a hollow cubic sphere like this:  A problem is to split it by all its faces like this:  The way I have done this one is an application the P &gt; Selection to an outer face and an appropriate inner one. Then I just have connected appropriate edges to get that little piece. But this way is not really practical since I have to iterate over each face of the sphere manually. Is there a way to get the result automatically?
55694
I have a cube. I select a face of it, and do the following 3 steps:  Insert face Extrude face Resize face  Is there a way to save these 3 actions to be able to use on any other faces? Like a hotkey/macro to improve the workflow. What keywords to search for this? Thanks for your help!
92897
I need to move an entire object, so that one of the faces is exactly at Z=0. What is the best way to do this? Basically, if I could select Grid or 3D Cursor in the Snap To menu, that would be perfect:    My current workaround is to select the face, copy its Z coordinate, select all, move it all down by that same amount. Is there a faster way?
17685
I need to remove the face of a fake drawer that is screwed from behind. Unfortunately, a kitchen sink is preventing me from using a screwdriver. There is approximatively 4cm of space. The screw head is a PZ2. Is there a tool can could help me remove this screw ?
75809
My 5 year old is starting to have some teeth become loose. Specifically her lower two front teeth. I just noticed today that one of them is really loose. However, I don't know how loose it should be before pulling it out.  I'm also curious about how to pull them (or should I just let them fall out, which seems bad). My father pulled mine with pliers but I think my wife would freak out if I tried to do that.  So, how loose is lose enough and how to pull them out (technique, tools, etc.).
113224
I have an image explanation of what I want to achieve. Here it is:   Right now the whole edge is sharp. It is giving me a really hard time. Also here is the model:   Thanks in advance :)
98575
I have made a model of a building. I was using the make face tool, but when I extruded it, it was a different color than the rest.   Its not any different material or anything either...
2857
Is there an operation similar to inset that creates faces in the opposite direction? That is, instead of creating faces inwards, they create faces outwards? A normal inset operation:  What I would like:
94690
If I have $1$ fish in the beginning, and each fish can do the following things:   Dies with a probability of $1/3$. Gives a birth to $1$ fish and dies with a probability of $1/3$. Gives birth to $2$ fishes and dies with a probability of $1/3$.   The question is:&nbsp;The population goes extinct if none remains in the $i$ generation.  What is the  exact probability that the population goes extinct&nbsp;?.    So I thought about the following: in the first step, if the fish dies, then its over. $1/3$ probability  if it dies in the second step, then the first fish dies and gave a birth to 1 fish so its $1/3$ * $1/3$  if it dies in the third then we have a couple of options so i got confused here.. it can either give birth to 1 each time and then die or can give birth to 2 fishes and then in the second step 1 dies and 1 gives birth to 1 and dies so we will have 1 fish, and then it will die. but it can also be couple of other options (such as we have 2 fishes and all of them just die)  Would like to get some help with that because i feel like i got lost. Thanks!
123492
I have created an arrow shape (rightmost in image), from which I wish to cut out the majority so that only two thin sides remain. The most accurate way to do this would be to duplicate the shape and to somehow use the duplicate (leftmost in image) to remove the chunk that I no longer desire from the original. I am not sure what to do after the duplication, however, or if this method is even possible? Is there a better one?
79496
I'm trying to delete those ugly lines visible in the cylindrical shape of the lens. What is causing them is the added edge loops I made for the protruding detail with the switch. The problem is that if I delete those edges, it'll look even worse because of the n-gons. Any ideas?
94922
I'm looking for a resource to figure out how to program a function to cut a 3d model in game.  Example: Enemy/NPC is sliced into 2 pieces with a sword. His body is not hollow, you can see bloody texture where normally a 'polygon hole' would be.   The first step is to actually 'cut/slice' the model, then add in polygons to fill the hole in the model. I know this can be done in 3D modelling software, but I'm not sure how to go about doing this in a game, code-wise. I do not wish to use 'pre cut-up" models, the code will determine where the cut is.  Any pointers in the right direction would be greatly appreciated.
74733
When slashing bread, how can I produce crusty 'ears' on the places where the slash opens up?  Most of the time they open up, but just end up flush with the rest of the crust.