![]() ![]() This means that you can use the fluid simulator as another means of joining meshes. The unique thing about the way it works is that each animated frame of a fluid simulation is actually stored as a mesh-as geometry. Joining objects with the fluid simulator: Blender has an integrated fluid simulator. Then you can just convert that to a mesh ( Alt + C + Mesh from Curve/Meta/Surf/Text) and then go about refining it with Blender's sculpt tools.Ģ. ![]() Metaballs are pretty old technology, but by massing a bunch of them together, you can quickly get a rough base shape for whatever you're trying to build. When you bring two or more of these objects close together, they start to merge, like a gloopy fluid. You can add them to your scene from the Add menu ( Shift + A + Metaballs). Metaballs are interesting and wacky things. Metaball objects: Although I said that Blender is not a parametric modeler, Blender actually does have some parametric objects-specifically, I'm referring to Blender's metaball objects. ![]() The following two techniques are a bit idiosyncratic and go back to the less precise, sculptural way of modeling, but they can be pretty handy for roughing out a base mesh that you intend on refining with sculpt tools:ġ. It's possible to build mesh models in an additive or subtractive way without using Blender's Boolean modifier or either of the add-ons mentioned in Part 2 of this series. Now let's look at advanced tips, including metaball objects, joining objects with the fluid simulator, prepping for print, and the 3D Printing Toolbox add-on. In Part 2 I examined the process for making those models. ![]() In Part 1 of my series on getting started with 3D printing in Blender, I covered basic preliminary steps for getting your Blender environment set up for creating your own 3D models, ready to be 3D printed. Part 2: Making and preparing 3D models for printing with Blender Part 1: How to get started with 3D printing in Blender ![]()
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