I am making a sort of steampunk element and I want to have small bolts go around a cylinder. I'm not sure what would be the most precise and quick method to achieve something like that:    My current model:    p.s. Also preferably with out using a curve modifier)
121534
I'm modeling a bathroom interior, and I was wondering if there were any nice ways to distribute the little water spouts in their pattern along the black plastic for this shower head.  Here is my reference image (sorry for the low quality) :   Thanks.
21039
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:
111723
Here's a nice, strangely familiar hat. It's rigged with three bones.    Let's say I want the hat to fall like a real hat would, and bounce around when the character which it's attached to moves. I could always do it manually, but that's no fun.    Is there any way to do this using Blender's physics system? I've seen some pretty clever jiggle-bone stuff using Bézier curves, Spline IK, and soft-body physics, but I've not found any way to make the curves act like a hat would, even after hours of playing with the settings.
18392
Currently I am working on an animation that requires a scroll opening up. I added a Curve Modifier with a spiral curve to both parts of the scroll mesh, then I added another Curve Modifier with another curve to the mesh. The result is this when it's only a bit open (good):    The result is this when it's halfway opened (bad):    How would I keep the wrapped-up part to stay circular like in the first image? Thanks in advance!
44877
I'd like to write something in the shape of this "coat of arms".    I'd like to have the text filling the coat but with a hole roughly in the shape of the sword. I know there is the \shapepar command to create paragraph shapes so I tried to , a patch for XFig that allows you to draw the shape you want but it never worked on my computer (Mac OS X). I also know I can build the shape by myself with shapepar syntax but it seems really complicated and I don't think I'll make a lot of shapes. So if anybody has ShapePatch working on his computer or knows shapepar syntax very well, could he give me the code?
29586
Here is the .  Picture:   It's nothing special but I cant figure out why I get problems rigging this mesh. It would be important and a great Help! Thanks for reading and I know there are a lot of guides answering this question but I tried all and it doesn't seem to work.
71155
I'm an electrical engineer, working on repairing a somewhat complicated pneumatic system, but I figured this would probably be the best place to ask. This is probably a very basic question to anyone who works in plumbing, but I couldn't find anything about it online. When you have right-angle pipe fittings, the kind with NPT threads that you screw together, how do you control what angle they screw in to? If you just screw two things together, the relative angle between them will be essentially random as it depends on the exact angle of where the thread starts and how far the threads engage. But we need to put in pipe at specific angles to align fittings to other parts of the system, so how does one actually do that?
122844
What is the easiest way to model this diamond grip pattern into a cylinder?
45091
Let's say I have a ring of vertices that I'd like to scale down, and I'd like them all to move by a fixed amount, like 1mm (I usually work with metric units). What's the easiest way to achieve this? If I type '1' it just sets the scale to 1 and they don't move.    The only way I've come up with to do this is to extrude a vertex along one of the axes by 1mm, and then snap the scale movement to that vertex.      This is a pain though, and if I don't have a vertex that happens to lie on an axis I can't do the little extrusion trick and it doesn't work at all. I do a lot of modeling for 3d printing, and I end up needing to do this all the time. Hoping there's a better way to do this.
77601
What's the simplest way to wrap extruded text around a cylinder that has a specific radius (for example, the label on a can of baked beans)?  I've tried using the Simple Deform modifier, but that (a) doesn't allow you to choose a radius and (b) requires the text to be converted to a curve.  I'm trying to model a cylinder with radius of 30, which has a line of embossed text that runs around the curved side, facing outward.  Thanks!
10095
I know how to make it manually with cone rotation around the sphere. but maybe there's much simpler solution or addon that has that option, preferably not very high poly solution.  Also if possible I would like the spikes not to be very pointy if that makes any sense      Thanks
101101
I'm relatively new. I know how to make a water bottle starting with a circle and extruding upwards while using a combo of extrude and scaling to make indents, but how would I do something like this? I'm still trying to wrap my head around some of the photos I see out there. This is such an incredible program. Thanks for your help!
39961
I was trying to make a pipe with rounded cap or ends. Something like in the image, where I just added to spheres as "ends".     I've already surfed the internet a little and it looks like an uncovered issue, as simple as it seems.  I need to do this because I want to animate it later, like some type of growing body of water.  So, the method I'm trying out now is using a Bezier curve and applying some bevel, because of the "start bevel factor" and "end bevel factor" parameters which can modify the length of the pipe from its start or its end. Very handy.  What I've tried later, was to select a sphere for the bevel object, so it would return a pipe with rounded caps... but it was impossible.  So I'm totally open to new approaches, if you have any ideas!
4637
I have attempting to make a fin tube for two days and it is killing me.  Fin tubes are pipes that have a tight spiral of flat fins sticking out all around them. The spiral wraps around the circumference of the pipe. They are used in heat reclaimers among other places.  I made a spiral using the extra shapes add-on and scales pretty tight. And then I set the scale.  I made the fin shape and set its scale. I added the curve modifier and it jumped around a bit. I set its origin point to one end face and finally got it going the right way off the beginning of the curve.  Then I added the array modifier and moved it to the top  of the stack. It all looked good for the first loop, then the fins started to tip. The outside edge aimed upward steadily as the inside edge seemed to continue to be oriented at the center base of the curve.  How can I keep the darned things at 90 degrees to the z axis? Or should I be using a particle system? I haven't learned that one yet, sigh.
37881
I am looking for an easy way to create in Illustrator vintage style corners like on the picture provided.  I have some technical ideas, but they are time consuming, there should be an easier way I believe.
113495
Hi im new to blender (started about a month ago) im trying to make a coiled cable for my so called imaginary "desk setup"  Heres what im trying to make    Ive tried using screw modifier but the thing is I dont know how to make it like a cable as you need the ends to not be coiled. I searched all over the internet on how to make this but i cant find them.  If you could just direct me to what I could do and explain in detail so that i can follow step by step on how to do this.  Extra, and if, just if you can help me with rigging the cable so that I can move it around to make it more natural in the scene, example photo below:      Thanks in advance for any help.
76004
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!