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        <title>&lt;img id=&quot;header-logo&quot; src=&quot;https://cdn.vrdoro.com/shared/assets/images/vrdoro/vrdoro-logo-small.png&quot; alt=&quot;vrdoro&quot;&gt;&lt;span class=&quot;logo-slug&quot;&gt;VR made easy&lt;/span&gt;&lt;/img&gt; - en:blender</title>
        <description></description>
        <link>https://docs.vrdoro.com/</link>
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       <dc:date>2026-04-24T12:31:16+00:00</dc:date>
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        <title><img id="header-logo" src="https://cdn.vrdoro.com/shared/assets/images/vrdoro/vrdoro-logo-small.png" alt="vrdoro"><span class="logo-slug">VR made easy</span></img></title>
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    <item rdf:about="https://docs.vrdoro.com/doku.php?id=en:blender:aligning_models&amp;rev=1755521235&amp;do=diff">
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        <dc:date>2025-08-18T12:47:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Aligning models</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:aligning_models&amp;rev=1755521235&amp;do=diff</link>
        <description>Aligning models

There are several methods for aligning models to the grid. In the following, first a simple and then a more complicated method is presented.

1) Simple alignment



Often an object that is not aligned correctly can be corrected by opening the</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-08-18T12:50:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Simple modelling</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:basic_modelling&amp;rev=1755521410&amp;do=diff</link>
        <description>Simple modelling

For future use in VR, it was decided to model the building in which Neomatt is housed. Although it is not really intended for parametric modelling, it is still possible to create a geometric model with fairly accurate dimensions.
A simple method for creating such a model is described below.</description>
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        <dc:date>2024-04-19T06:27:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Centring</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:centering&amp;rev=1713508065&amp;do=diff</link>
        <description>Centring

To understand the positioning and centring of 3D models, you need to know the difference between object, origin and pivot point. Object, origin and pivot point are three different things in Blender.

The object is a container. It contains all the data that an object contains. For example, it contains the mesh that we access when we switch to edit mode. The mesh, or geometry, is different from the object. It is simply contained within it.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-01-11T15:55:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Colouring</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:colouring&amp;rev=1704988533&amp;do=diff</link>
        <description>Colouring

The following steps show the quickest way to colour an object without importing textures or UV maps.

Selecting a colour

Select the object, then

	*  click on the „Material“ tab (a red/black sphere)
	*  click on „New



The „New“ tab opens options from which you can select</description>
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        <dc:date>2025-08-18T12:53:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Cutting models to size</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:cutting_models&amp;rev=1755521628&amp;do=diff</link>
        <description>Cutting models to size

A model can be cut to size in the following steps.

When working on models, there are often cases in which the geometry of the model needs to be removed or changed in some other way. There are several ways to do this, which are explained here from the simplest to the most complex. For scalable partial models, e.g. for a carport kit, it is advisable to cut the variable-length elements to sections of exactly one metre in length. This means that any model length can be achie…</description>
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        <dc:date>2024-01-11T15:16:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Export</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:export&amp;rev=1704986167&amp;do=diff</link>
        <description>Export



The export is carried out via the menu: File - Export - Export as glTF 2.0 (glb/glTF)

Format



There are several options under „Format“ (green arrow). .glb has a smaller file size and is the best choice for a final model, but cannot be easily modified once saved in this format. The .</description>
    </item>
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        <dc:date>2024-01-12T12:52:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Import</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:import&amp;rev=1705063939&amp;do=diff</link>
        <description>Import

The import is carried out via the menu: File - Import - Import as glTF



The glTF file must be imported in this way, otherwise it will not be opened.</description>
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    <item rdf:about="https://docs.vrdoro.com/doku.php?id=en:blender:measuring&amp;rev=1704987939&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-01-11T15:45:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Measuring</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:measuring&amp;rev=1704987939&amp;do=diff</link>
        <description>Measuring

A quick way to measure on the screen.



In object mode, select the ruler(1). Select an isometric view to ensure that the ruler is perfectly aligned with the axis (2), draw a line between two points to measure the distance between them.</description>
    </item>
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        <dc:date>2024-05-17T13:10:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Requirements for models</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:model-requirements&amp;rev=1715951421&amp;do=diff</link>
        <description>Requirements for models

The following points should be taken into account when creating models for the 3D configurator.

Low poly

The object is created with few polygons (triangles, quads). A high number of polygons places a greater load on the GPU when rendering the models. The scene should not contain more than 50,000 polygons in total.</description>
    </item>
    <item rdf:about="https://docs.vrdoro.com/doku.php?id=en:blender:preparation&amp;rev=1704986296&amp;do=diff">
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        <dc:date>2024-01-11T15:18:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Preparation</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:preparation&amp;rev=1704986296&amp;do=diff</link>
        <description>Preparation

The scan provided may have problems due to the resolution of the original scan. This leads to many „floaters“, disjointed polygons that are not connected to the main body. These are an unnecessary burden on the computer.



Note the numerous meshes. There are over 300 separate bodies.</description>
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        <dc:date>2024-01-11T15:08:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Edit 3D models</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:preparing_models_with_blender&amp;rev=1704985709&amp;do=diff</link>
        <description>Edit 3D models

In order to be able to use 3D models with the web technologies of the vrdoro platform on as many end devices as possible, we recommend reducing the models. Reducing here refers both to the number of elements, such as meshes, faces, edges and</description>
    </item>
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        <dc:date>2024-01-11T15:57:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Reduce</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:reducing&amp;rev=1704988664&amp;do=diff</link>
        <description>Reduce

Reducing refers to reducing the number of polygons and the complexity of the model. This can be achieved in various ways, which are described here.

1) Surfaces

2) Edges

3) Vertices

4) Polygons/meshes</description>
    </item>
    <item rdf:about="https://docs.vrdoro.com/doku.php?id=en:blender:repairing_mesh&amp;rev=1704989541&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-01-11T16:12:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Repair models</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:repairing_mesh&amp;rev=1704989541&amp;do=diff</link>
        <description>Repair models

Repairing a large hole



Due to the resolution error of the medical scanner, a small structure was created that is not part of the actual model. The following shows how this can be removed.



In edit mode, select the superfluous vertices and press the Delete key on the keyboard. Select</description>
    </item>
    <item rdf:about="https://docs.vrdoro.com/doku.php?id=en:blender:scaling&amp;rev=1704986901&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-01-11T15:28:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Scaling</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:scaling&amp;rev=1704986901&amp;do=diff</link>
        <description>Scaling

In some cases it is necessary to scale the model if the original model supplied is too small. The petrous bone model in the pictures is extremely small - about 2 cm x 2 cm. For viewing in VR, the model must be about 1m x 1m in size.



The simplest way of scaling is with the scaling tool (1). When it is selected, you can scale on the x, y and x axis using the coloured handles on the screen or enter a value in the dialogue box (2).</description>
    </item>
    <item rdf:about="https://docs.vrdoro.com/doku.php?id=en:blender:selections&amp;rev=1755521799&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-08-18T12:56:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Select</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:selections&amp;rev=1755521799&amp;do=diff</link>
        <description>Select

When modelling, there are a number of quick ways to select vertices, edges or faces. This is a short tutorial covering some of the most practical methods.

1) Edge selection



Instead of selecting each individual edge, it is much quicker to select an edge loop (edges that form a closed ring).
Press the tab key to enter edit mode and select edge selection (see arrow, or key 2).</description>
    </item>
    <item rdf:about="https://docs.vrdoro.com/doku.php?id=en:blender:smoothing&amp;rev=1711474146&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-03-26T17:29:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Smoothing</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:smoothing&amp;rev=1711474146&amp;do=diff</link>
        <description>Smoothing

Smoothing operations should be performed as the last step to prepare the model for visualisation in VR.

Vertex smoothing

This operation simply attempts to average the distances between the vertices to create a smoother surface.



Select all (A) and navigate to Vertex (1). There are several smoothing options here (2).</description>
    </item>
    <item rdf:about="https://docs.vrdoro.com/doku.php?id=en:blender:statistics&amp;rev=1755521892&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-08-18T12:58:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Statistics</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:statistics&amp;rev=1755521892&amp;do=diff</link>
        <description>Statistics

It is extremely useful to keep an overview of the object, vertices, edges, faces and triangles when modifying the model; this can be switched on in the „Overlay“ flyout.



The „Overlay“ tab is located at the top right (1). Activate the statistics box (2).</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-08-18T13:12:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Set UV mapping</title>
        <link>https://docs.vrdoro.com/doku.php?id=en:blender:uv-mapping&amp;rev=1755522743&amp;do=diff</link>
        <description>Set UV mapping

UV mapping is essentially a method of laying out the object flat in order to align textures on it.

It is best to mark sharp edges for the sake of simplicity.



Go to the editing mode (tab) and select the edges (2 for edge selection) where the seams should be.</description>
    </item>
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