Pretty new to Blender, I'm trying to learn how to make a studded wall.  How do I use the array modifier to use imperial units? For example, I would like to create a stud, and have them spaced 16 inches on center a set distance.  Thank you much!  Sorry if this is a duplicate, I asked this question yesterday but it was closed, so I'm asking again.
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Pretty new to Blender, I'm trying to learn how to make a studded wall.  How do I use the array modifier to use imperial units? For example, I would like to create a stud, and have them spaced 16 inches on center a set distance.  Thank you much!  Edit I've accepted the below answer, however, I had another issue I had to fix. The culprit was that when I scaled the initial object, I didn't apply the scale. Because I didn't apply the scale before the modifier, it wasn't working as expcted. Thank you much to  for helping me through this issue!
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I am modelling in Metric mode. I added a torus in Edit mode and it will not allow me set set the Major radius to anything larger than 1 meter. If I type in a value greater than 1m, it just changes back to 1m and clicking the arrows on the size control will not increase it past 1m.  This is probably stupid, but is there some setting that I might have activated to prevent larger sizes? I've double checked that snapping is off, so I'm stumped.  What could I be doing wrong?  Additional info: I have the scale of the metric units set to 0.01 and this seems to be the cause, but why?  Steps to Reproduce:   Create new project Delete default cube Set scene to Metric units with scale of 0.01 Add a torus   At this point the Major radius of the torus cannot be made larger than 1 meter.  More information:  If I change to metric units but do not set the scale, then the major radius of the torus is capped at 100m.  If I do not change to metric unit but instead stay with Blender units, then the major radius is capped a 100bu.  This seems to be an arbitrary limit.  Is there any reason for this limit?
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
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I am a noob with blender. Please be as specific as possible. College students have been doing this for me, but I am unable to understand them.
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Complete noobie to Blender here.  I was wondering if there was a way to add the bumps from a normal map into a model so I can 3D print it with all the indents and such.  I assume it's something to do with the Displacement modifier but I have absolutely no idea how to use it or any nodes or such.  If you need more info on what the normal maps look like and such I'll be happy to send them.
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I was doing fine with importing an obj I made in Marvelous Designer into Blender for rigging.  The dress would settle nicely on my SL avi.    Now when I import the object; it is perpendicular to my avi and I have spent a week trying to figure out what I did...  Is there a keystroke or setting that I need to make sure is correct so that my dress fits my avatar again?
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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?
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This is my very first time of using blender. I've tried several tutorials but can't find anything that tells me how to do the very basic thing i want to do.  I simply want to draw a floor plan for a room which is 13 feet by 11 feet and make it 3d so that ultimately i can play with where things go in that room.  Can anyone take me through the steps needed to do this?   I will be so grateful.  Thank you in advance
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Hi I am new to Blender (and 3d design), I have seen that some people can do this. I mean that they can create a cube, apply the &quot;Subdivision Surface&quot; modifier to it and be able to modify the object using the vertices that are formed when applying the modifier. On the other hand, if I create a cube, and apply the modifier &quot;Subdivision Surface&quot;, it looks like this  The object still has the shape of the cube and I can only modify it by modifying the surrounding cube. I would need to know how to remove the cube and be able to modify it using the shape of the object. Thanks in advance.
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I have a problem that's kind of weird. The numpad operation keys (+, -, *, /) dont work as expected. I cant do the math when transforming objects.   For example hitting G while object is selected, then X then 2 + 2 doesn't move the object 4 units on the X axis, instead - it moves it 22 units, like if that + hit was ignored.   I've noticed it when moving from Blender 2.68 to later versions. (actually after installing 2.68 after the installation of 2.75, the 2.68 also works that way)  Is there anyway to get back the old functionality?
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It's my first time to use blender. I've been looking for youtube tutorials and other use modeling, others are sculpting. I don't know what to use. Modeling seems more precise and more accurate but sculpting seems easier than modeling. I've been modeling an original anime style character for a while now but I'm sure if I'll continue that or switch to sculpting. What should I use and when to use these two? Also, is this that right place to ask these kind of questions?
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Is it possible to set the default size of the Empty Object? The problem is since I switched my blender scale to metric, the Empty's default size is kinda large for most times I need it.
80963
When specifying a range of values that have a unit of measure associated with them, what is the best practice for where to include the unit of measure?      1lb - 20lb   Or     1 - 20lb   And how would this apply when using metric prefixes?     1KΩ - 20MΩ   Or     1K - 20MΩ
89915
I'm new to blender and I want to use it as 3D printing software. I'm using 2.8 so I'll get used to new interface, but I don't know how to change edge length to a specific value. I know how to change whole object dimensions like cube, I'm using metric system and I can see edge length when selected, but how do I change it?
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Is there a way to rotate each iteration of an Array Modifier?  For example, I've created the helices of a DNA molecule, and I'm trying to add the base pairs. I've got a cylinder with an array modifier.    Then, I thought I'd apply a simple deform to twist them 360 degrees, corresponding to one twist of the double helix. The problem I'm seeing is that the deform modifiers squishes the cylinders, rather than rotating them independently.
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The following code gives me an error:  \documentclass[12pt]{article} \usepackage[margin=2cm]{geometry} \usepackage [english]{babel} \usepackage{amsmath, amssymb} \usepackage{enumitem, array} \begin{document} {\begin{minipage}[t]{\textwidth} \begin{enumerate}[label=(\roman*)] {\setlength\itemindent{10pt}\item  \begin{equation*} \begin{array}{&gt;{\centering\arraybackslash}m{1.5cm}&gt;{\centering\arraybackslash}m{1.5cm}&gt;{\centering\arraybackslash}m{1.5cm}&gt;{\centering\arraybackslash}m{1.5cm}&gt;{\centering\arraybackslash}m{1.5cm}}  \hline x &amp; l_{[x]} &amp; d_{[x]} &amp; l_{x+1} &amp; \mathring{e}_{[x]} \\ \hline \end{array} \end{equation*}} \end{enumerate} \end{minipage}} \end{document}   Note: for various reasons, I have to keep minipage there. For some reason, this code gives me an error when it compiles. It gives the following output:     The errors either say there is a } missing or a $ missing. My eyes don't see such a thing!
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How to make a pyramid in blender and all the edges to be equal size? Is there a way to do that in blender? Or if there is no easy way for that, maybe anybody not that lazy can provide me with a math line? Or maybe a link or whatever?