benney opened this issue on Aug 25, 2011 · 17 posts
benney posted Thu, 25 August 2011 at 4:38 AM
Hello everyone.
Could anyone help me with trying to cut a perfectly straight diagonal line across a surface consisting of many faces. I have tried the knife tool but all I get is it creating an uneven line, essentially following my shaky hand. I have also tried reseting the "Type" of action and that just makes it worse. I know it can be done, it is just a case of trying to remember how.
Any help would be greatly appreciated.
Ian...
unbroken-fighter posted Thu, 25 August 2011 at 6:39 AM
with not seeing the object in question its hard to say but splitting faces is not usualy a feature for blender
it can be done in retopo if you have the skills and patience
if it was a single loop you could use the shear option in edit mode CTRL+S
without all details its almost impossible to say
Enivob posted Thu, 25 August 2011 at 7:47 AM
You could also use a plane and a boolean modifier. It will make bad geometry, but the plane should act as a knife and achieve your goal.
benney posted Thu, 25 August 2011 at 8:26 AM
The process I followed in Version 4.9 was to click once at the beginning of the cut with the knife tool and then again at the end whilst holding down the "K" key. This gave a perfectly straight line.
With the amount of texturing that the model will need when complete "Boolean" is off the list of possibles because as you state it will create "bad geometry".
heddheld posted Thu, 25 August 2011 at 11:17 AM
Hi Benney hows u ?? fairly new to blender so cant help much and had same problem with Knife tool (wobbly hands lol ) in gimp I have got straight lines using my tablet and a ruler but dunno if blender works well with a tablet and cant test cos me lads "borrowed" mine lol
dweomer posted Thu, 25 August 2011 at 2:06 PM
There's an addon called "fake knife" which has worked on again and off again throughout the 2.5 versions. It seems similar to the 2.49 knife. Currently it appears to be working(in blender v2.59).
I recommend downloading a build from Graphicall.org which has addons_contrib included, as you might find more utilities useful to you therein as well.
For just the fake knife addon:
http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Modeling/Fake_Knife
hope that helps
benney posted Thu, 25 August 2011 at 3:19 PM
I am also still a newbie to blender but learning quickly. It has even taken top place between "Hexagon", "Carrara" and Blender. One day I will be going into creating full scenes and then animation (but that is a long way to go yet.)
Thanks for the link. I will check it out and I am always on the look out for extra modelling addons. You never know when they come in handy.
unbroken-fighter posted Thu, 25 August 2011 at 9:41 PM
if this is the basic finished piece you want i can write a short tutorial here for it or
just add a plane and set it to the angle and area you want it at then select the cylinder and TAB into edit mode and use wireframe and select the verts and G to rab and X to stay on the Xaxis and make the cut
benney posted Fri, 26 August 2011 at 4:15 AM
Any chance of a small tutorial as I can't seem to fully understand the process you have noted. Call me thick if you wish (Grin!).
unbroken-fighter posted Fri, 26 August 2011 at 5:34 AM
for a tut it would take a bit i have several ahead of it for now
as for a video based that would be faster but a bit hard to understand due to my accent
and i am targeting my tutorials to the novice to blender that hate videos so it takes more time and as it is that i am just learning 2.5+ myself its a bit slow
ill work it in
benney posted Fri, 26 August 2011 at 7:50 AM
Take your time my friend. I have several other projects develping myself also, so I can spend the time on them until you kindly put forward the tutorial.
heddheld posted Fri, 26 August 2011 at 10:37 AM
I think what he means is to load a plane as a guide then grab each vertex and move it into position (snap will make it quicker )
another way it might work is if you know the angle, rotate the part to that angle and use scale (axis) 0 to bring it flat then rotate it back into its final position
benney posted Fri, 26 August 2011 at 11:40 AM
Ah.. I see it now.. Not such an easy job when the surface that needs to be cut is slighly sperical... But I'll give it a go and see what happens.
Warlock279 posted Fri, 26 August 2011 at 3:16 PM
Attached Link: Modeling a Smooth T-Joint Connection in Blender
I think you guys are going about this the hard way. I think the tool you may want is the "shear" tool [**ctrl+s** in 2.49 | **ctrl+shift+alt+s** in 2.5x] Given the information and pictures provided thus far anyway, there is/are situations when the shear tool wouldn't work as well or would require other tools to be used in conjunction with it, but I've seen nothing to suggest this is one of those cases.Anyway, here's a quick tut I three together, hopefully it kinda gets you headed in the right direction, also attached a link to a video tut from Kernon Dillon's Vimeo page, in which he uses the shear tool.
[Step 1] You've got your cylinder like shape, if its capped the way mine was, you want to select the center point first, so you can use the "cursor to selection" function from the snap menu [shift+s] to snap the 3D cursor to that point, altenatively, if you don't have a point in the middle, select the one/two points that would allign with that point, and snap your curso to them instead. Once your cursor is accurately positioned, continue selecting the rest of the points you want to shear.
[Step 2] Make sure your "pivot center" is set to "cursor" the activate the shear tool [ctrl+shift+alt+s]. Move the mouse left/right until it aligns with your background image.
[Step 3] That's all folks. No nasty boolean/knife/cut operations, keeps all quads.
[Click to see larger]
One note, give the amount of geometry you have, you'll either have to repeat the shear tool multiple times selecting each row of points, say, one unit for the first loop, two units for the second loop, three units for the third loop, until you get to the amount you need to shear end to match your refrence. The better method to affect multiple rows of points such as you have, would be to use Blender's "proportional editing" / fall-off, unfortunately, I find that horribly awkward to work with.
Hope this helps a little.
Core i7 950@3.02GHz | 12GB Corsair Dominator Ram@1600mHz | 2GB Geforce GTX 660
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unbroken-fighter posted Sat, 27 August 2011 at 12:36 AM
i did mention the shear option but looking more at the image provided there was a loopcut that would have made shear impossible
and i am not the guru of the 2.5 version because i still preffer the 2.49.2 interface
but it is a workable method that will greatly reduce the work flow
DoomsdayRenderer posted Sat, 27 August 2011 at 7:16 AM
Another possibility is to insert a plane and then use snapping to move vertexes to that plane. Kind of handmade Booleans... :)
Warlock279 posted Sun, 28 August 2011 at 2:45 PM
I think Doomsday's got the right method, that's pretty nifty, nice and clean too.
Unroken, sorry, I missed your mention of the shear tool, I must have skimmed over that. I use 2.5 regularly, but not for modeling, [haven't done any modeling in Blender since 2.45 or so, which I was using regularly up until last fall] 2.5 just did my head in trying to figure out how to get the loop cut working!
Were if not for the tool Doomsday pointed out, I maintain shear tool would be the way to go, those other loops, as much as I can tell from the images supplied, aren't relevant to anything, so you could...
a] add them after you did the shear [probably what i'd do]
b] you can just use the shear tool once on each loop so that they're clear of the last loop [what I did below].
Core i7 950@3.02GHz | 12GB Corsair Dominator Ram@1600mHz | 2GB Geforce GTX 660
Lightwave | Blender | Marmoset | GIMP | Krita