I am trying to do something simple yet i haven't found a way to do it in blender that is animating the drawing of borders of a shape (rectangles, triangles...) you can see an example on youtube of the result i am trying to achieve :   If anyone has a good technique to do it or a blender file it would be cool.  Thanks.
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I have an SVG logo, which I will import into Blender. I'm trying to think how to have the colour (not outline) fill up from left to right.  I think the following steps put me on the right track, but struggling how to full resolve this:   Import SVG to Blender Convert Curve to Mesh for the imported object Extrude object (to make it 3D)   That's as far as I know how to do, then I think the following steps are needed (which I don't know how to do).   Create an outline of the 3D object (with no fill) Draw a path across the object with timeline Animate the path being filled   Would be grateful for any ideas how to achieve this.  :)
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I want to know if there is a possibility to "cut" the mesh into single objects (triangles, other polygons) I create using Pen Tool? I followed examples in these two tutorials:  and ...  However the first one seems like too much effort (as I am still struggling with mastering the Illustrator tools and have a deadline on me) and second one isn't accurate enough.   I came up with the idea to just draw the mesh above the picture I'm working on and add colours individually to the polygons.     However the paths I'm creating aren't split into individual polygons but remain a singular path. Is there a possibility to cut a complex path into smaller objects (polygons)?  For example this one     split into individual polys?  EDIT:  I finally conquered the problem thanks to @joojaa here's my first attempt finished (still needs a lot of polishing and patience):
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What is the best way to draw a variable width line without using glLineWidth?  Just draw a rectangle?  Various  parallel lines? None of the above?
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I want to give these line segments a continuous cylinder shape, like a Spaghetti noodle. My aim is to make this path visible in render mode. At the moment you are not able to see it in render mode because it has zero thickness.  I already converted them into a Bezier curve and played around with the Bezier Circle. The result were a lot of cylinders behind each other with a lot of gaps between them because the whole line has edges as you can see on the picture.  I also tried to solve the problem with a Skin-Modifier, but this didn't give me a good solution either. Maybe I should combine it with another Modifier.  So I was wondering if it's even possible to convert an 3D edged path into a curve path with a cylinder shape.  I would be very glad if someone could tell me how I get a good solution.  Thank you very much!
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First time asking a question here, and I'm really new to Blender. Hopefully you'll forgive me for asking really dumb questions.  So I want to do a neat little "beginner project" animation that involves unravelling a double helix. The issue is, how can I create a double helix mesh? Using edit mode? Or some modifier that I'm not aware of? And if so, how can I "un-twirl" it?  Any help is much appreciated!
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I am creating a model of a glass and I would like to put a drawing on it (a png picture).  I know how to do it using Blender Render, but not with Cycles Render. Help :)
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Setting a fill and border is pretty easy in apps like Illustrator and Gravit Designer but in Blender. I've found it to be more tedious as I can't find anything online to solve this problem.  The picture above is a simple 2d mouth with lips. I would like to be able to move the lips and still have a fill but in Blender I needed to add another path for the mouth. Is there anyway I can move my lips path while having it also take the exact same shape (but not material) as my mouth's path?    (454.2 KB)  I work in Blender 2.79 cause 2.8 doesn’t run well on my laptop at all.
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I've been looking for this feature in Blender, either upon the time of creation using Edge Cut and Slide or afterwards, in just editing the mesh. I'd like to know if it's possible to evenly slide two edges away from one another in Blender?  Here's a picture of what I'd like to be able to do:    Thanks upfront!!
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I'm trying to draw a rounded rectangle with round "holes" using  but I need the rectangle borders to be thick and "holes" borders to be thin. Is there a better way to do so than:  \begin{tikzpicture}[x=1mm, y=1mm]     % Background         \fill[fill=black!10] (1.5, 1.5) rectangle (15, -15);      % Fill     \fill[fill=black!2, even odd rule, rounded corners=0.5mm]          (0, 0) rectangle (10, -10)          (2, -2) circle[radius=1.25mm]         (2, -5) circle[radius=1.25mm];     % Rectangle border     \draw[thick, rounded corners=0.5mm] (0, 0) rectangle (10, -10);     % Holes borders     \draw[thin] (2, -2) circle (1.25mm);     \draw[thin] (2, -5) circle (1.25mm); \end{tikzpicture}   The result image should look like this:
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I am kind of new to the whole animation aspect and in fact still in high school.  I am trying to make a Minecraft character rig and I want to make some 3D hair. I did not know how to quite make it so I kind of when just did something pretty simple. It isn't the greatest in any means, but any how the point is every time I render it white lines show up between objects or joined objects. I don't know how to fix this and would like help (a picture is posted below of the problem).
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I followed a youtube tutorial to make the handle of this watering can. I had to make a path and a "bezier" circle, I don't really know what that means.    The outliner looks like this    I can't actually select the bezier thing or the curve by clicking on them, I have to select them in the Outliner. I'd like to do away with all of that stuff, it has the right shape now, I just want the mesh that you can see in the viewport, so I can reduce the polycount and export it. How do I do this? I tried pressing alt+C a couple of times with those things selected, as I found on the internet, but that didn't work.  Edit: Here's the file:
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Yesterday I was working on a simple animation, an animated logo.   Here is an image of the progress:    I already have the animation working and everything is okay with the project, but I can't figure out how I can render the animation and turn it into an AVI format video.  How do I render an animation in Blender?
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I know you can create a rounded-corner rectangle; but, how do you create a triangle with rounded corners in Photoshop?  I am actually interested in making it from scratch, not basing it on a custom shape that is available in Photoshop. Thanks.
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How can I achieve an outline effect similar to the ones found in League of Legends or Diablo III?      Is it done using a shader? How? I would prefer answers that are not tied up to any particular engine but one that I can adapt to whatever engine I'm working on.
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Question The title says it all. I want to be able to make this in Blender's UI, and sample it at specific points :  Problem There is very insufficient documentation on this, and I can't find any examples for how to create a . I have worked with templates before, and , but it requires a curve mapping prop. Extra Info I found a few threads about this, and one gives me the impression that this cannot be done at all, but it is also very old.   This similar question has been asked here before, but it didn't even get a comment:  Is this even possible to access in python (as in only accessible in C)?
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Is there a way to vary the thickness and color of lines created by just edges and vertices? I realize that a face can be defined and then color and material applied, but is there any way to apply a color to the edges?
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I should create a vector rectangle filled with a gradient made of 4 colors, one for each corner. I could just find some very generic information about using live blends, but I am not sure that is the best tool and still I was not able to do this. How would you get that in Illustrator exactly? (And secondary in Photoshop?)