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===== Cutting models to size ===== | ===== Cutting models to size ===== | ||
- | A model can be cut to size in the following steps. | + | A model can be cut to the correct |
- | While working on models there are often cases where the geometry of the model needs to be removed or otherwise modified. There are multiple options, explained here from most simple | + | When working on models, there are often cases where the geometry of the model needs to be removed or changed in some other way. There are several possibilities, which are explained here from the simplest |
**1) Cutting** | **1) Cutting** | ||
- | {{blender: | + | In this case, the object we are working with has screw holes on the right side, which we don't want as it increases |
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- | In this case, the object we are working with has bolt holes on the right side, which we don't want since it increases | + | |
{{blender: | {{blender: | ||
- | To make a straight cut, we need to enter isometric view mode. | + | To make a straight cut, we need to switch to isometric view mode. |
{{blender: | {{blender: | ||
- | A cut can only be made in edit mode (to enter and exit press the tab key, or the dropdown on the top left). Press the K key to use the cut tool and then C to make the cut through the whole object. Click to start the cut, and click again to end, then Enter to confirm the cut action. | + | A cut can only be made in edit mode (to enter and exit, press the tab key or the drop-down menu at the top left). Press the K key to use the cutting |
{{blender: | {{blender: | ||
- | To select vertices through the entire model, use X-ray mode (see arrow top right), then use box select | + | To select vertices through the entire model, use the X-ray mode (see arrow at top right) |
{{blender: | {{blender: | ||
- | Select the vertices on the edge (still in x-ray mode) | + | Select the vertices on the edge (still in X-ray mode) |
{{blender: | {{blender: | ||
- | Switch | + | Switch on the transformation |
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- | With vertices | + | |
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- | Return to object mode (tab or top left menu), and with the object still selected, click on the modifier tab (the wrench on the right tool panel), then click "add modifier", | + | |
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- | Make sure that only one axis is selected. This will mirror the selected object which uses the same origin as the last steps as the point of mirroring. | + | |
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- | Apply the modifier | + | |
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- | Enter edit mode and x-ray mode, then select the edge loop created in the middle from the mirror operation, and press X to dissolve it. | + | |
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- | It can happen that the model is the incorrect size. If this happens, look under the edit tab on the right side toolbar (press N if it's not open). Here the object dimensions are shown. | + | |
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- | Simply type in the value needed, in this case 1m. | + | |
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- | Press tab to switch back to object mode, and with the object selected press ctrl+A. In this case we only need to choose the scale option to ensure the program keeps the change. **Note**: make large changes like this in **Object mode**, and keep in mind that geometry (live bevels or holes in the object) will warp with this scaling. | + | |
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- | **2) Replacing surfaces** | + | |
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- | In some cases, it's quicker to simply replace a face that has unwanted geometry. | + | |
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- | In this example, there is a hole through the box which is not needed. | + | |
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- | Switching to edit mode (tab or drop-down menu on the top left), choose face select (3 key or the 3 icons top left), simply select the faces around the hole. | + | |
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- | With faces selected, press the X key and choose " | + | |
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- | The faces are gone, but now the hole itself remains. | + | |
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- | Select these faces in the same way (or use loop select) | + | |
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- | Switch to edge select (the 2 key or click on the icon on the top left) and select edges accross from one another. (Note: the hole on the other side is ignored for the sake of brevity) | + | |
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- | With both edges selected, press the F key to fill the gap with a new face. | + | |
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- | To ensure the new face is facing the correct way, select face orientation from the drop down menu (see the arrow). Blue should be facing outwards, red inwards. | + | |
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- | **3) Rebuilding from profile** | + | |
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- | This method is most practical on objects that are symmetrical. This is most useful if a lot of the geometry has broken edges, or a large number of issues that would otherwise take a long time to correct. | + | |
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- | Note: the object is centred on the world origin and cursor. We can also see the length of it on the axis we want to use (see arrow). | + | |
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- | Entering edit mode (tab) we can see the poor geometry around the holes. Since it isn't needed, it's quicker to simply get rid of most of the geometry. | + | |
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- | Entering x-ray mode (shift+X, or the icon on the top right next to the viewport shading buttons) and switching to isometric view, select all of the geometry **except** one end- the profile. | + | |
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- | Press the X key and choose " | + | |
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- | This results in a single end piece. We will use this to extrude the form again, this time without holes. | + | |
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- | Select all the vertices around the edge and press the E key to extrude. Press the x y or z key to lock to the axis needed (in this case y). We want it to be the same as the original so we simply need to type 1 (alternatively 100 or 10000 depending on if Blender is set to Metre, centimetre or millimitre). Once the correct length is obtained, press enter or click the left mouse button. | + | |
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- | Because the object was centred and the length was given, the piece has been rebuilt from the profile of the original. | + |