Timeline for How to merge two objects in Blender
Current License: CC BY-SA 3.0
17 events
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Jun 16, 2020 at 10:15 | history | edited | CommunityBot |
Commonmark migration
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Sep 11, 2019 at 2:38 | comment | added | Aaron Franke |
When I press Ctrl+J in object mode with both objects selected, they don't join together.
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Jun 15, 2017 at 21:33 | comment | added | MicroMachine | @Byte56 Oh! I see now. Sorry. Oh well maybe I or someone else can edit this into original Q... | |
Jun 15, 2017 at 17:09 | comment | added | House | @MicroMachine It's 5 years old man. That's when the user was last active as well. | |
Jun 15, 2017 at 16:51 | comment | added | MicroMachine | You should edit what you have tried and why it didn't work into parts of your your question, not in comments | |
Aug 9, 2012 at 22:42 | comment | added | House | I suggest expanding your question to include why you want to do it this way, perhaps then someone may be able to come up with an entirely different way of doing that avoids the problem you're currently having. As far as I know there's no way to achieve what you want with the limitations you've provided. Good luck. | |
Aug 9, 2012 at 22:38 | comment | added | fridojet | Thanks for giving some thoughts on my problem. - But I hope there's a better solution. | |
Aug 9, 2012 at 22:37 | comment | added | fridojet |
"There's no way to have two objects joined by vertices created by an unapplied modifier " I know, but I thought about creating some more vertices and edges just on the side of the mesh where the baton should stick out. But if the mesh is tighter on one side, then my object gets deformed. So I think the mesh I needs to be the same tight on every side of the object in order to create a nice looking sphere. Or is there a way to prevent deforming?
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Aug 9, 2012 at 22:25 | comment | added | fridojet |
"You could set the cubes subsurf modifier to the minimum level you want, then apply it, that will generate real vertices you can manipulate. " I thought about that too, but to me it's just a stopgap. It would be acceptable in this special, simple case, but it's not nice while working on more complex meshes. I don't want to deal with a damn tight mesh of a complex object just because there's a small baton sticking out on one side.
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Aug 9, 2012 at 22:18 | comment | added | fridojet |
"[...] if you want to change the grade of detailing, it will affect the entire object ": That's clear to me, I've never expected anything else.
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Aug 9, 2012 at 13:41 | comment | added | House | You can always use an isosphere too, it also accepts a subsurface modifier. But whatever you use, if you want to change the grade of detailing, it will affect the entire object, not just the part that was a sphere before joining. If you still want to stick to all the things you've bolded, then no it's not possible. | |
Aug 9, 2012 at 13:38 | comment | added | House | If you want to attach one object to another, the objects will share modifiers. You can't manipulate the temporary points that are generated by the unapplied subsurface modifier. You could set the cubes subsurf modifier to the minimum level you want, then apply it, that will generate real vertices you can manipulate. Go through the steps I list above, then apply the subsurf modifier to the joined object. There's no way to have two objects joined by vertices created by an unapplied modifier and no way to apply the modifier to only part of the joined object. | |
Aug 9, 2012 at 9:29 | comment | added | fridojet | Would it be helpful if I take some screenshots of my problem? Or do you know what I mean now? | |
Aug 9, 2012 at 9:27 | comment | added | fridojet |
That's what actually want: There should be (1) a subsurfed Cube (or another kind of mesh which can be subsurfed that way) looking like a sphere and (2) a cuboid sticking out of that Cube. - I really don't want to use a Icosphere without an Subsurf modifier because I want to be able to change grade of detailing later on.
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Aug 9, 2012 at 9:17 | comment | added | fridojet |
Thanks for exerting yourself for such a detailed description - but it's actually not an answer to my question. I wrote: "What I've Done: I created a cube object with a Subdivision Surface modifier in order to model a spehere. " But in your initial situation you used a Icosphere instead of a subsurfed Cube. - So you're talking about a very different kind of problem.
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Aug 8, 2012 at 16:33 | history | edited | House | CC BY-SA 3.0 |
added 228 characters in body
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Aug 8, 2012 at 14:17 | history | answered | House | CC BY-SA 3.0 |