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Two impossible shapes ontop of eachother
Two impossible shapes ontop of eachother







two impossible shapes ontop of eachother

Drag it a short distance in any direction, and while still holding the mouse button down hold the control button on your keyboard down (this engages the snapping action). (any corner will have a vertex to snap to)Ĭlick and hold on one end of the measuring tool you made. Look for a corner on the bottom of the dome that is directly above a corner on the cylinder. In you're example you appear to be set to snap to faces, switch to snapping to vertex. Now here's where you'll have to use snapping. Click and hold near where you want to begin the measurement, drag to near where you want to end the measurement (kind of like pulling out a tape measure). Go into wire-frame mode, and make sure the x-ray function is off. That's the bottom icon in you're main window that looks like the letter L with tiny lines on it. That said I'll try to use snapping as little as possible.) Watch a bunch of YouTube videos on snapping, trust me snapping is simply too useful to continue to try to do without.

#Two impossible shapes ontop of eachother how to#

(since you seem to be having trouble with snapping I'll try to minimize using it, but you'll have to learn how to use snapping sooner or later. This will give you finer dimensions to work with. If you working in metric, switch to millimeters, if you're working in feet, switch to inches. Switch to the scene tab (the one that looks like a cone with a tiny sphere next to it).

  • In the window on the lower right in your example you appear to be in the modifier tab.
  • Then do the same thing with the faces on the top surface of the cylinder copy.
  • With the copy of the dome, delete the faces that comprise the bottom surface of it.
  • That will confuse the dickens out of blender. That face on the bottom of the dome, once you join the two pieces, will occupy precisely the same 3 dimensional space as the top face of the cylinder.
  • One mistake you really don't want to make is to join two pieces like the one in your example that will have faces touching once you join them! Look at the bottom of the dome.
  • This is so that I can always just delete the copies, and start over with the original pieces if something gets fouled up.
  • I would fist make a duplicate of both of the two pieces (using shift-D) on each, and then I'd hide the original pieces.
  • To join that dome to the cylinder here's what I would do. I've been doing this quite a bit lately, but BEWARE, I'm very much a newbie myself, so hopefully you'll get better answers from others. Unmerged vertices will then alert me to an error in measurement, somewhere. This is the usual case for me, thinking like a carpenter rather than an engineer, taking the 'measurement' of a length or angle, simply by copying an existing part, risking the propagation of small errors, to get a match.įor precision modelling, (where perhaps you should be in CAD anyway,) I would keep the merge distance to an absolute minimum. In general, for modelling that isn't ultra-precision, I would turn up the merge distance to the minimum that merges the vertices I want to, bearing in mind I can restrict the merge to selected vertices. If you solidify while the sphere is intact, and cut it after applying, this doesn't happen, or you could scale the rim to 0 in Z about one of the outer vertices, after applying the modifier. Solidify is using the average face-normals of the ring to the immediate north, but there is no counterbalancing ring of faces to the south.

    two impossible shapes ontop of eachother

    Note the inner circumference is lower than the outer. This is the result of modifier - Solidifying a hemisphere. I can't be sure of the source of the mismatch between the dome and the ring, but it might be this: Or do it by hand: H hide a face next to the rim to give you access, Alt - select the internal ring of faces, and again, delete them, before Alt H unhiding your hatch.In Edit Mode, select none and then Header > Select menu > All By Trait > Interior Faces and X > Delete Faces.This will leave you with a ring of internal faces. Edit Mode, select all vertices, M > By Distance merge the coincident vertices.In Object Mode, Ctrl J join the objects.Later, you want to join the objects into a single manifold mesh. Now you have your object-rims exactly coincident. (If the objects are not aligned on the Global Z, create a Custom Orientation from one of the rim faces, and use the Z from that.) G Z move the dome down and snap the active vertex to the corresponding one on the ring.Put the dome into Edit Mode, select an accessible rim vertex, and hit A to select the rest.It looks as though your objects are aligned.









    Two impossible shapes ontop of eachother