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Idea #400: Modeling technical complex forms is hard in blender

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Written by ghigi123 the 8 Oct 11 at 08:47. Category: Mesh Tools. Related project: Nothing/Others. Status: New
Rationale
The technical or archtectural modelisation is hard when we want to model complex forms. For instance how to make easily a room with slanting walls ?
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zeauro wrote on the 20 Oct 11 at 05:27
"Align these points"
You can scale to 0 with appropriate pivot and axis constraint that already exist.

"Align on this plane"
Scale as above or snap to face element or use a Shrinkwrap modifier.
Use mesh_edgetools_intersections add-on.
http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Modeling/Edge_Slice

"Make a distance of x between these points"
You can display edge length. Just enable edge length in Numerics field of Mesh Display panel in N column.
But I agree an operator that take account of dimensions should be better.

"make this angle"
You can display Face angles, too.

"This vertice have these coords"
You can give coords to selected vertex in N column.
Switch to global values instead of local values by default.

"Make the vertices create a circle"
There is already a "To Sphere" operator, a "Circle" operator in Looptools add-on and a "Cast" modifier that can do it.

"These vertices are the extrude of these on"
"Solidify" modifier.

Restriction to a vertex group fo

zeauro wrote on the 20 Oct 11 at 05:30
Restriction to a vertex group for modifiers seems to be actual equivalent.

Maybe modifiers more oriented to architectural modeling are needed.
Maybe it is better to add this kind of stuff to this project.
http://www.cad4arch.com/

ghigi123 wrote on the 24 Oct 11 at 23:55
I heard of new object types : cylinder ... which would be converted as mesh later. Wa can modify their vertex number later and apply them later.
I am for a kind of stack, like in SolidWorks, and we should modify this stack later. IT can be done with the carve library.
The Blender mesh system musnt be lost, of course
Sorry for my English >

ejnaren wrote on the 4 Nov 11 at 05:05
There are some attempts to make Blender better at mechanical modeling but it is more Precise modeling / CAD featured than stack featured.

When you use the stack approach in SolidWorks it is to mimic actual machine processes like extrude, bend, revolve, camfer, bevel etc. And it would be nice to be able to edit this stack.

But it would be even more powerful if blender had its modeling workflow "nodeefied" like cycles' materials, the compositor and particles.

It is a very long shot but phonybone has actually already been thinking about it in an old blogpost.
http://phonybone.planetblender.org/2010/08/27/almost-everything-nodeable/

This would be like an advanced stack og operations and could be insanely powerful.


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