Hello Mighty Stackexchange, I'm trying to subtract some cylinders (place for LED's) from an object. It looks like this before subtraction.   But when done subtracting, I'm left with this. Info on modifier, Solver = BMesh, Overlap Threshold = 0.000001.   I'm kinda new to blender, I studied autoCAD in school, so blender isnt entirely new. But I'm still clueless on what is going wrong, I've searched but havent found anyone who encountered the same/similar problem. I'd be happy to give more data/settings if required/asked. Thanks in advance.
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I'm trying to model an , but it's not going so well when it comes to the magazine of the weapon.   Next to the magazine is a mesh. I want to cut holes in the mag with that mesh. But the magazine just goes invisible or connects with the mesh when trying to execute the Boolean Modifier. I have tested to invert the normals and some other stuff, but it isn't working.
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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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I'm running Blender Version 2.83.0 (2.83.0 2020-06-03) on mac 10.15.5. I've been tinkering with modeling items and I can't make mesh modifier operations work for me.  I draw a path in Adobe Illustrator It looks like like the outline of seahorse. Export to SVG. Go blender. Import SVG convert to mesh extrude Boolean two cylinders  The last item want to do is break the edge with a bevel. It won't bevel. I've also tried to use the geometry tab to extrude the SVG curve and bevel it there before converting to mesh. However then it won't let me boolean the cylinders out. Any direction would be appreciated.
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Can you please tell me how much is (-2) % 5? According to my Python interpreter is 3, but do you have a wise explanation for this?  I've read that in some languages the result can be machine-dependent, but I'm not sure though.
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I'm modeling a GoPro camera, and am using circular n-gons to make a set of nested depressions for the lens. The model without subsurf looks like this:  (n-gons in question are around the outer edge of the outer circle and in the center of the len)  When I try to apply a subsurf modifier to any degree, I get crazy distortion like this:   My only thought as to what could be causing this is that the mesh isn't all quads, so I tried using a remesh modifier, but only got high-enough quality results at around octree 9 or 10, far higher of a resolution than I want to deal with when render time comes along.  Is there any way short of manual retopo that I can stop the subsurf from freaking out over the n-gons?  Any and all help is appreciated. Thanks in advance for your time.   EDIT 1: I'm running Blender 2.8 Beta, so if all else fails I'm prepared to accept that this might just be a bug, in which case I'll start over in 2.79.  EDIT 2: So I fixed the problem through manual retopology, but I'm still interested in hearing if anybody knows a faster way to do this for future projects. Thanks!
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I think this question is already answered anywhere, but I couldn't find a solution with my search terms :/ .  So I got this model and I only want to smooth out the cylinder parts, but not the extruded edges.  So here is my original model, I think it's kinda clear what should be smoothed out, it is supposed to become a rifle scope.    This happens with the normal smooth button, but I already tried it with a Bevel modifier and subdivison surface aswell.    Solution: Edge Split Modifier with Smooth:
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When using a Boolean modifier on an object, the "Operation" choices (Difference, Union, Intersect) are all not working normally. Choosing "Union" makes it do the effect of "Intersect" and "Difference" makes it do what "Intersect" is supposed to do. What's the deal here?   This is happening with following a simple tutorial. It's a simple primitive cube and primitive cylinder. No normals or doubles problems.   My specs are:  Macbook Pro 13" Retina early 2015 512GB i7 with 16gb RAM upgrade OS-X version 10.11.4
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When I add a mirror modifier it sometimes doesn't mirror correctly, giving me an overlapping mesh. How can I fix this?
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By default blender allows you to scale past 0 - how do I prevent this?  i.e. it's common in other 3D modelling software to resize a set of vertices against an axis to align them - however this isn't possible when negative scaling is enabled.
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Is there a way in Blender to push faces like Sketchup does?     The best I can get is doing a regular extrude and a lot of work to clean the "mess" up...    Thank you for your time!
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Adding a loop cut to an object with a circular profile renders the object non-circular.  This is true for any object with a circular frame e.g. plain circles, UV-spheres, cylinders, cones, etc.  Top-left is the mesh of a plain circle with Subsurf modifier applied (bottom-left).  Notice how adding one additional vertex (top-right) makes the circle skewed (bottom-right). Is there a tool/transform/way to correct the circle? Knowing the solution to this should help solve the problem for all the aforementioned objects.  I tried selecting all points and applied the To Sphere transform in vain.  It didn't help. I thought putting the vertex r radius away from the circle's centre like the rest of the vertices will help, looks like it doesn't.
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I've been experimenting with node-based procedural materials in Cycles lately, and after spending a few hours working out a brick material that works pretty well along walls, I noticed that it has a few issues. Here's my initial setup:    It's not perfect, since it switches the different orientations in an all-or-nothing way, but for my purposes, it looks good enough.  So I went ahead and used this throughout my test scene. But then I turned the camera around and looked at the other side, and... there's something wrong with the side of the cube facing away on the X axis!    This isn't a huge issue, because I don't plan to render my objects from that angle, but I'm concerned about the way it will affect reflections, light bounces, etc. so I started looking around for other solutions. I happened on this thread at Stack Exchange:   Particularly, Rich Sedman's answer seemed promising (since I'm trying to avoid using UV mapping). Following what he posted, I created this:    This new setup works great for the cube - on every side - but you can see pretty plainly that the cylinder, strangely, has problems. By the way, there is a part of the node setup that I omitted from the screenshot that isn't really relevant here - it checks the Z value of the geometry surface and subs in the default vectors for the texture coordinates if Z is over a certain amount, for sides that face upward.  I've been experimenting with this for a few more hours now, but I'm afraid I've reached my limits in terms of vector math.  Is there anything obvious I'm missing here that might help fix this, and make this setup work for both the cube and cylinder?
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I have a short animation involving two text objects and blender internal. They have a shadeless black material and simply pop on screen in front of another shadeless material, this one white. The objects are not close enough together for any intersections.   The final render shows the text flickering in and out of existence. I also noticed that other curve objects like the rope of my price-tag, display a strange fragmentation where they come close to intersecting (but don't). I am really mystified by this one.  If someone could try to reproduce my issue the blend file is attached and I'd appreciate any comments trying to narrow down the issue. Thanks!  -Jesse    Blend:
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I have a quick question. Looking at the next GIF that I made, what is the quickier way you can come up with to delete the excess material that goes beyond the wall? It is basically the attachment of the handrail to the wall what is giving me this "problem".    My solution would be using the boolean modifier with a cube or something, so obviously I know how to do it. But I'm looking for the best solution, i.e., does Blender let me select the excess material in any way? For example, is there a quick way to intersect those planes? I read about intersecting planes in Blender and seems like a difficult task (not worth it in this case). So I discarded that solution.  Thanks.
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Is there a tool or an easier way to remove unneeded geometry from objects? Mostly when using a "Displace" modifier, on many places there are flat surfaces where there is extra geometry on the mesh, that you would like them to be removed. At first I thought of the "Decimate" modifier, but is there a way to do it more evenly. By preserving the edge/face flow and such. Is there some feature for something like that in Blender?   From this      To this      Or to this (if I want the geometry to be to the very limits and worrying only about the shape)
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When I am zoomed in on the object the mesh seems to go inside of the object.      In a more zoomed out view you can start to see the mesh again. I have changed the 'start' clipping distance to 0.001, however this doesn't seem to affect it very much. What am I doing wrong?    Here is the file:
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Every time the bpy.ops.remove_doubles() operator is used, it outputs to my terminal (where I called Blender from).  How can I suppress this output?  The code is:  bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_all(action='TOGGLE') bpy.ops.mesh.remove_doubles()   and the undesired output is:     Info: Removed 48 vertices