I was wondering if there are any easy ways in Blender apart from grabbing individual vertices to bring all the vertices in the picture down so they perfectly aligned on the x-axis?
47498
If you have a cluster of points selected like this:    how do you align the points so that they create a flat plane?
102760
How to I deal with unwrapped UVs orientation?   Delete the default Cube. Add a Cylinder Edit mode and edge select the Top and the Bottom and a single connecting edge. Make them into seams UV Unwrap (standard Unwrap mode)   The unwrapped UV now shows two circles above a row of quads. I can save this and open it in an image editor and paint over those areas and get the texture to align on the cylinder back in blender.  But, the pattern(just happens to be text) that was inserted in place of the row of quads is now upside down on the model. Any attempt to flip or align just makes things worse, from upside down to mirrored or the Top/Bottom not aligning.  So my real question is how could I have known that the quads represented an upside down view of the world?  Do other blender users export UVs and mark them with arrows and colours just to see how they align on a model before actually painting for real?  I tried selecting the edges in step 3 in different orders before making them into seams and it made no difference.  I also looked at the Normals but they appear to be only Inside/Outside not Up/Down.  Blender 2.70
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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!
106333
Are there any tools in Blender that take irregular polygons and make them regular (approximate a circle)? I'm specifically looking for a solution that works with preexisting polygons. Also, it would be nice if it keeps the overall position after making it regular.    Irregular Polygons    Regular Polygons
26901
I have this setup:   The mesh is only the visible top side, with a mirror modifier for the bottom part. Now I want to unwrap it like in the picture. I want the inner circle (red) to go to the top of the UV map...  The problem is that no matter what automatic unwrapping I use, it never works as intended.  The closest I've gotten was by using "follow quads", but that skewed the UV map a lot:   I used the result from the second image and manually adjusted the vertices with a lot of scaling and "align auto", but its very far from perfect as you can see in the first image.  Here's what I want exactly:   The uv vertices should be distributed evenly (horizontally) The middle line (yellow) should be on a "natural" y height (so there's no stretching)   I hope it's clear what I want to achieve. I'm sure there must be some automatic way to perfectly align and distribute the UVs in this way.  By the way: If you look closely you can see that I already placed a uv seam (aligned with the green y axis in the screenshot) but that didn't really help.
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Hello I have a Problem with the alignment of the y-axis in TikZ! The y-axis of the last plot isn't aligned to the other two plots! trim axis left doesn't work! Can somebody help me? Thanks!  \documentclass[svgnames,a4paper,ngerman,fontsize=12pt]{scrreprt} \usepackage{tikz} \usetikzlibrary{arrows} \usepackage{pgfplots}  \begin{document} \begin{figure}[!h]\centering  \begin{tikzpicture}[xscale=8,yscale=5] \draw [-&gt;, thick] (0,0) -- (0,0.5)node[left]{$U,I$}; \draw [-&gt;, thick] (0,0) -- (1.1,0)node[below]{$t$};  \draw [blue, ultra thick, rounded corners] (0,0.3)--(0.1,0.3)--(0.15,0.22)--(0.2,0.22)--(0.22,0.02)--(0.8,0.02)--(0.85,0.4)--(0.88,0.3)--(1,0.3)node[above,blue]{$u(t)$}; \draw [red, ultra thick, rounded corners] (0,0)--(0.1,0)--(0.18,0.4)--(0.2,0.3)--(0.83,0.3)--(0.85,0.0)--(1,0.0)node[above,red]{$i(t)$}; \end{tikzpicture}  \begin{tikzpicture}[xscale=8,yscale=5] \draw [-&gt;, thick] (0,0) -- (0,0.5)node[left]{$P$}; \draw [-&gt;, thick] (0,0) -- (1.1,0)node[below]{$t$};  \draw [orange, ultra thick, rounded corners] (0,0)--(0.1,0)--(0.15,0.4)--(0.22,0.05)--(0.8,0.05)--(0.85,0.3)--(0.9,0.0)--(1.0,0.0);  \end{tikzpicture} \begin{tikzpicture}[xscale=8,yscale=5] \draw [-&gt;, thick] (0,0) -- (0,0.5)node[left]{$E$}; \draw [-&gt;, thick] (0,0) -- (1.1,0)node[below]{$t$};  \draw[purple, ultra thick, rounded corners] (0,0)--(0.1,0)--(0.2,0.2)--(0.8,0.3)--(0.9,0.4)--(1,0.4); \draw[thick](0.1,-0.01)--(0.1,0.01); \draw[thick](0.2,-0.01)--(0.2,0.01); \draw (0.15,0)node[below]{$E_{on}$}; \draw[thick](0.8,-0.01)--(0.8,0.01); \draw[thick](0.9,-0.01)--(0.9,0.01); \draw (0.85,0)node[below]{$E_{off}$}; \draw[decorate,thick,decoration={brace, mirror}] (0.2,-0.01)--node[below]{xxx}(0.8,-0.01) ;  \end{tikzpicture} \caption{Plot}\label{fig:PvIGBT} \end{figure} \end{document}
80551
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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How can I work with parameters in Blender? I tried searching on Google, but I didn't find results.   When I change the parameter on the X and Y axis, it works well, but when I go into Edit mode, I can't see the parameters. And when I extrude, I can't adjust them on the extrusion. How can I work with dimensions and how to make the parameters in real world scale?
58741
I'm wondering if there's any addons or online libraries of materials I can download. I've found one called , but then discovered it was from 2008 and thought by now something like that might already be integrated into Blender.
103714
How are various maps such as diffuse, AO, cavity, or displacement imported into Blender?  I saw the Texture tab has import image, would you do this for all maps and connect them somehow?
102808
I'm trying to get an accurate index pass for compositing. My geometry (a window in this case) consists of straight lines and it would be nice to have a perfect mask for color correction. As you can see Anti-Aliasing is enabled, but there are still some weird pixels:    Until now my workaround was to blur the image, but in this case straight lines are key to work with. How to achieve this? Is there a render setting to prevent the noise or make it less noisy?
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I want to scale based on the center of the selected vertices in the image above. However, I don't know how to change the pivot point to the center of those vertices. I also don't think moving the object to the center of the global axis is the right way.  I think there was a function for this in previous versions, but I wonder if it disappeared? How does it work in Blender 2.8?
87385
How can I join these two meshes in a proper way? I know I can Ctrl J to join them, but how can I do so without having overlapping faces?
81982
Is there a way I can separate the vertices on the the segments evenly without moving the end points? I would like for the vertices to maintain the current curve.
108541
In sketchup you can move an object based on two points. This makes it very easy to align a vertex in one object to vertex in another object. Here is an example:    I want to know how to do this in Blender. It seems that Translate can't align vertexs
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?
121985
I have a model in blender, and when I unwrap it, I noticed that there is a lot of stretch in one section.  How can I tell what section of the model this is from?    As you can see, there is one Huge green area that shows a many more vertex's than I was expecting to see.  Also, those boxes look huge.  Is everything the same scale?