#Get rid of corners
1 messages · Page 1 of 1 (latest)
Well theirs the unclean way which is easy and the clean way.
For unclean, just select the corner vertexes then merge.
For clean, trial and error the sizing by selecting
Option three, rotate around vertex
Okay! If I'm doing it right, the first option would deform the planes that are supposed to be proportional at both ends
I'm not sure what you mean by the sizing by selecting or rotating around vertex, could you be more specific, please?
if you move pivot point to corner of cube, then rotate the whole thing using object selection mode, then it'll rotate around the correct area
Awesome, but after the first one it's hard to align the pivot
tbh If you're just working with flat planes then I'd recommend using cubes first to align then convert it
oh nevermind, grouping does work with it
what you can do is group the things, then move the pivot for the group and rotate that
then layer it inside to move it
sorry, I don't understand
Does vertex snapping not work on meshes?
Can I add a vertex there between the two?
at least tell me if it's not possible, guys
that is not possible, there is no feature that lets you intersect edges to create vertices.
here's a workaround though, it's quite a few steps. Just creating a Tube mesh seemed easier to create that disc shape
🤔
Guys I'm just trying to make a road
That stays proportional when I curve it
can I do that?
There isn't a feature to do that automatically. Currently, inside of Blockbench, you'll have to manually model it.
The kind of tool that can be used to do that uses splines, to generate a path and populate it with meshes and deform them perfectly. Here's a example in Unreal Engine to give you an idea: https://youtu.be/RLc20gcc804?t=429
I found a tutorial for Blender: https://youtu.be/RmLtV6E2TsI but you can probably find some others, by looking up "nurbs path".
There's also ways to bridge meshes, kind of like what you were attempting in Blockbench:https://youtu.be/vKwHwPmIJDI
Thank you
I figured out I could do this by using a vertical plane as a line, then extruding the faces and removing the remainings just to be left with a plane
Do you think that's ideal?
So like that? Pretty smart to approach having a spline, but it's not perfect when extruding the path. Close enough though, it's reasonably fast to fix manunally
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