#Get rid of corners

1 messages · Page 1 of 1 (latest)

hardy bramble
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These are two rotated overlapping planes and I want the corner to be the vertex they don't share, how can I merge them into a mesh and remove the highlighted part?

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Get rid of corners

quasi crypt
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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

hardy bramble
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Okay! If I'm doing it right, the first option would deform the planes that are supposed to be proportional at both ends

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I'm not sure what you mean by the sizing by selecting or rotating around vertex, could you be more specific, please?

quasi crypt
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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

hardy bramble
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Awesome, but after the first one it's hard to align the pivot

quasi crypt
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tbh If you're just working with flat planes then I'd recommend using cubes first to align then convert it

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oh nevermind, grouping does work with it

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what you can do is group the things, then move the pivot for the group and rotate that

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then layer it inside to move it

hardy bramble
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sorry, I don't understand

prisma aurora
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Does vertex snapping not work on meshes?

hardy bramble
hardy bramble
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at least tell me if it's not possible, guys

fierce roost
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here's a workaround though, it's quite a few steps. Just creating a Tube mesh seemed easier to create that disc shape

hardy bramble
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🤔

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Guys I'm just trying to make a road

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That stays proportional when I curve it

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can I do that?

fierce roost
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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

hardy bramble
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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

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Do you think that's ideal?

fierce roost
hardy bramble
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(b ᵔ▽ᵔ)b

fierce roost
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!close