Blender Tutorial | Making Corners
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- Опубликовано: 26 май 2020
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I cut each side using Boolean with rotated cube at desired angle then snap them together
also a good idea! Thanks for sharing! :)
I just ran into that exact problem and began to procrastinate and went to RUclips. The first recommended video was this one. I think the universe doesn't want me to procrastinate lol... Thank you!
So effective, no more wasting time slowly piecing together corners
Wow! I'm honestly blown away by how simple and easy that was, incredible, thanks a lot!
Wow! Learned A LOT in this tutorial. Great stuff!
Thanks again Chipp! Glad you liked it! :)
I have this video saved under a bookmark folder called "Cool Stuff" and a subfolder "SIIICCCCKKK" and its basically stuff I feel every peer should see.
Thanks Aidy, this trick is amazing!
a very clever way to overcome this ridiculous flaw of Blender that hasn't been improved for years. Solid like, brother.
So intuitive and neat! Thanks.
Thank you Aidy, very clever solution
This was incredibly helpful! Thanks for sharing 👍👏
I like how the best method was _without_ an addon.
Very nice workflow, thank you very much sharing, very helpful for me!
Woah I had no idea the mirror modifier could do that! Sweet!!
Pure gold !
Thanks for this video ;)
Awesome. Thank you man, that's a time saver.
Amazing video dude. You helped me too much!!
Amazing! I have the full course and I have to say it's one of the most important tricks! And you make it free for everyone! Pure kindness :D
thanks so much for the support! We'll be adding more exclusive stuff to the course too, but our goal is always to make sure we get that free content out there too. :)
Great technique. Thank you for sharing your knowledge. Thank you. Dg
Wow, that's super cool. Thank You.
This is so useful when you modelling sci-fi panels.
The genius is so simple. Thanks!
great video Aidy thank you very much! :)
Wow thank you so much, the last one is just amazing, such a simply solution. This will save me like 100 of hours lol
Very neat tricks, thanks!
Brilliant! Thanks so much😃
Very cool!
Hi, Thank You for this. It is a great method to do this. I would add that when experimenting with this I had to apply transformations ( scale )to the object for it to work but once i did that, it was fantastic.
thanks! Yeah before doing any mesh level operations we always have to remember to apply scale otherwise the mesh operations aren't 'true', even the normals can be off in some situations! :D It's generally our number 1 tip, if i could without annoying everyone i'd start every video with that recommendation. :D
AWESOME!
Damn. I have watched like 20 tutorials trying to do a proper corner at weird angles, none of them showed the mirror modifier with the empty trick which shall be my default method now (doing an architectural project with a bunch of weird wall angles on the blueprint) Thank you for sharing the knowledge!
Great tutorial.
I prefer the second method, much simpler, accurate, and controllable.
MADNESS!
Cool Tip! Thanks.
Thanks alot!
2 more methods: Bevel curves on 2D curve paths, and custom profiles in a Bevel modifier, both can make perfect mitres in the right cases.
wow... bisect was awesome. didn't use it before like this....
Another way to extend edges along their current axis/vector is to select the verts and hit G+G then hold down Alt and Blender will allow you to "extend" lines along their axis.
ah yes, good point! There are so many ways and that's a very good one. :)
@@AidyBurrows3D I know ... and I wish there weren't so many "hidden" tricks - you can spend a lot of time doing something the "hard way" not realizing there's a hotkey somewhere ;)
very nice method
Thanks! Great vids by the way! :D
I'll put any necessary updates or notes here! For example how cool would it be if Blender had a one click tool to do this? Or there's more ideas that people out there have that are even simpler :) Or perhaps the tinyCAD addon added an option to do that with 2 faces selected and then BAM! Corner created. :D
NOTES:
At 1:49 I mention the 'Line tool' from the 'make line addon' but I mean to say the 'snap utilities line' addon! So if you haven't seen that addon that comes bundled with Blender before, check it out! :)
Someone is going to need an add-on to export and import a list of add-ons.
I have more than a dozen that I turn on in each install as soon as its accessible.
There's probably already an add-on that does that.
I love Blender.
@@coreys2686 At the start of each install on the splash screen and only the first time you launch the new version of blender there should be an option to 'load previous settings' or something like that. Hope that helps in your case if you haven't tried it already. :)
@@AidyBurrows3D That's very true, I've seen it, but I don't really use that feature. I usually go with default settings then turn on add-ons, just in case a setting or keyboard shortcut changed. Easier for me to help people in the Discord server I'm a moderator on as well. They don't usually do crazy things to their installs. Some don't even know about the add-ons yet.
Thanks for this post, very nice technique. For a different workflow, I made an addon which creates mitred extrusions of profiles. Create a mesh profile, then a mesh consisting of a single polyline, select the profile and then the polyline, then F3 and select "Mitred extrusion of profile through polyline path". link to addon here: drive.google.com/file/d/1EEqeEsjTv1QIGSxYO-E4QS4OfFu7UvSc/view?usp=sharing Example blend file here: drive.google.com/file/d/1m0vW_T_RxPwqkzMf_QNsxymWNm2YSgN1/view?usp=sharing
@@kefex that is super cool! Thanks so much for sharing! I can see the blend and it looks like it'll work great, but i'm not quite sure how to use it at first glance, i've attached a blend here to show a couple of results... drive.google.com/open?id=11lLrHucodN0HLSWPYotiOGeZOUVLFrW- it would be super ideal if we could just select the non manifold edges at the end of some geometry as the profile then select poly line and then BAM! The orientations were taken into consideration and it just extruded it right into the correct place, hopefully that makes sense! :) Hopefully i haven't completely overlooked something. :)
If you are still having trouble with this, makes sure you set the origin to the 3D cursor 👍 Great tutorial!
thanks for the solution
thank you!
You can also do Merge at Center if you align it Propertly (but still very slow).
Thank man you helped me a lot I've seen the technique in 3dmax and then i was like shit i have to go back to that software and your video helped me XD
This is pretty cool but for one corner it's fine for me I'm trying to make a false ceiling for a really big house I wish they made a tool specifically for this but thanks for the help
yeah hopefully it becomes a one click solution in the bridge tool merge option or something. Until then, for your case it is a pain to go through that setup for every corner for sure! Using curves are the way to go for your case, but it is a bit unintuitive to setup i find. :)
Extrude both sides, put a loop near the corner, grab the edge, go to top view, rotate 45 degrees, set cursor to it, do the same on the other one, and snap to cursor.
Hi Aidy, have you tried the Angle Tool add-on for blender?
it didn't work at very sharp angles with me, but it works so thanks.
2:27 Best method
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but what if i wanted to weld one more tube? i and i dont wanna include the first one in my next mirror modifier
Shear tool is also great....
Shear is the best option for me, just give it a 45ª angle and extrude again, also, at 1:20 Shift + R to redo last step.
The Shift R command is a good one for sure, but in the case shown there with TinyCAD it wouldn't work. Also the shear tool has come up a lot, it's one of the previous chapters on the course as it happens! :D But this chapter goes where even the shear tool finds it hellish. Shear is great for simple 90 degree corners for sure, and the knife cut on an angle constraint works well for that stuff too. But getting more trickier and random angles means the shear tool gets more awkward to use. Shearing then extruding in most other cases (not a 90 degree corner) means the geometry coming in will be a different size when it comes out of the corner, hope that makes sense. :)
Can't you do a curve and make the bevel the cross section of the thing you want to make a corner then do curve to mesh
you can! But it can go wrong very easily if the orientation is off so it ends up being very fiddly and long winded to setup in my opinion, also you're stuck on a particular axis, you can't make more freeform extrusions in 3d space, but Kevin Atkinson has replied to my main comment here with a link to an addon that might just sort that out. I'll check it out shortly! :D
Setting your view to the desired axis, Shift ctrl alt S and then Z/X/Y (depending on desired axis) will also do, tho its also a little tedious
The bisect tool would also do (Which is basically like the knife tool's "Z" option, lets you make a cut straight through a mesh but that the bisect tool lets you choose what faces you wanna affect). It doesnt have a shortcut by default I believe, but you can access it under mesh > Bisect while in edit mode after selecting the faces you wanna slice/cut. To get things aligned perfectly it also gives you a little window in the bottom left of your screen where you can fine tune the angle of the cut
The shear tool has come up a lot (i.e. the shift ctrl alt S tool), it's one of the previous chapters on the course as it happens (the knife tool too thinking about it)! :D But this chapter goes where even the shear tool (and knife tool) finds it hellish. Shear is great for simple 90 degree corners for sure, and the knife cut on an angle constraint works well for that stuff too. But getting more trickier and random angles means the shear tool gets more awkward to use. Shearing then extruding in most other cases (not a 90 degree corner) means the geometry coming in will be a different size when it comes out of the corner, hope that makes sense. :)
Mirror make symmetry parts, but if need make one of parts longer? A lot of extra work
to make one part longer you just move that geometry along it's normal, or hit the slide vertices option and hold alt to go beyond the constraints then just move the empty to match where the mirror needs to go. It'd be interesting to make a script out of it too, just take a selection, separate it into another object, and then do all the create the modifier automatically and then the 2nd part of a script to apply the modifier and then attach and weld back to the original geometry. But having said that i'm just hoping that another simple tool becomes available for everyone to do it soon. :)
Why not use shear tool, fill the face, extrude on normal?
I'd use bridge edge loops
I'm hoping they add another feature to the bridge edge loop tool that could potentially find the intersection point, unfortunately it can't currently be used to get a result as clean as this in most cases.
I'm so confused. Sometimes it works, other times just nothing happens even tho i do the exact same thing its frustrating
Very cool, but why not just use Shear to create a corner?
thanks! That's also a great question. :) Shear is great for simple corners for sure, and the knife cut on an angle constraint works well for that stuff too, say with a 45 degree mitre for example it works a treat. :) But getting more trickier and random angles means the shear tool gets more awkward to use, you'd need to align the camera to the face, and then know the correct shear value to match the correct orientation of the 2nd piece so that each piece fit at the join correctly. Hope that makes sense! :)
@@AidyBurrows3D That makes sense if you are working with two pieces and you definitely have easier control over the rotation of the angle by using the empty with the mirror modifier Also, your method is much easier when the object is not aligned with a global axis, or the camera. I usually just start with one piece and use Shear to the change the angle of an edge loop at one end and then extrude it. I like your method with the mirror modifier and I'm sure I'll make good use of it. At first, I couldn't figure out why it wasn't working for me, but then I remembered to apply the scale and it worked perfectly. Thanks!
@@sdrawkcabdaernacuoy ah yes, very true, the old apply scale issue, is our number 1 recommended tip for all things! :D The problem with shearing and then extruding is that the size of geometry coming out of the extrude will be different from the size going in, unless it's a 45 degree angle, i.e. a shear of 1 for a 90 degree corner. For those 90 degree corners shear is the way to go for sure. :)
For this operation there is Shear Tool, see toolbar... :)
The shear tool has come up a lot, it's one of the previous chapters on the course as it happens! :D But this chapter goes where even the shear tool finds it hellish. Shear is great for simple 90 degree corners for sure, and the knife cut on an angle constraint works well for that stuff too. But getting more trickier and random angles means the shear tool gets more awkward to use. Shearing then extruding in most other cases (not a 90 degree corner) means the geometry coming in will be a different size when it comes out of the corner, hope that makes sense. :)
is there a new way tıo do this
Why not use the shear tool ? You can easily control the angle you want.
Or am i missing something you can do with your method that you can't with the shear tool ?
That's a good question, the shear tool has come up a lot, it's one of the previous chapters on the course as it happens! :D But this chapter goes where even the shear tool finds it hellish. Shear is great for simple 90 degree corners for sure, and the knife cut on an angle constraint works well for that stuff too. But getting more trickier and random angles means the shear tool gets more awkward to use. Shearing then extruding in most other cases (not a 90 degree corner) means the geometry coming in will be a different size when it comes out of the corner, hope that makes sense. :)
@@AidyBurrows3D Thank you for your answer.
SHEAR :P
hahaaa! That has come up a lot, it's one of the previous chapters on the course as it happens! :D But this chapter goes where even the shear tool finds it hellish. Shear is great for simple 90 degree corners for sure, and the knife cut on an angle constraint works well for that stuff too. But getting more trickier and random angles means the shear tool gets more awkward to use. Shearing then extruding in most other cases (not a 90 degree corner) means the geometry coming in will be a different size when it comes out of the corner, hope that makes sense. :)
@@AidyBurrows3D interesting.. thanks.
I found a slight glitch. If I use a cube stretched along the x axis, add the empty at the center of the x axis (at one end of the cube), set the mirror and all the correct parameters, the rotation doesn't work well and the cube deforms. I found if I make a rectangle rather than a square, i.e. scale on the z axis, the bending around the empty works fine. Stranger things have happened, but it is mystery.
are you scaling in object mode i wonder? Things will almost always go crazy modeling without the scale applied (i.e. go ctrl A > Scale). Best to always scale in edit mode. Hope that helps and i've not misunderstood the issue there. :)
@@AidyBurrows3D Thanks. I went back and applied scale and it works fine.
Shear tool ?
Shear is great for simple corners for sure, and the knife cut on an angle constraint works well for that stuff too, say with a 45 degree mitre for example it works a treat. :) But getting more trickier and random angles means the shear tool gets more awkward to use. Shearing then extruding in most other cases (not a 90 degree corner) means the geometry coming in will be a different size when it comes out of the corner, hope that makes sense. :)
@@AidyBurrows3D I always made lines in 3ds and chose what profile to follow. In the blender I did little of such things, but I would certainly also run a profile on the indicated line. I know that the blender also has tools for measuring the angle between the lines so that it should work perfectly in such cases as you write. The advantage is that changing the size of the cabinet front is a matter of moving only 2-3 vertices, the rest is done automatically by the modifier ...
I learned 11 things from this..
How many things did you learn??
i learned i love this comment! :D
isn't this possible *bridge edge loop*?
kind of, it would be cool to add a feature to the 'merge' option of the bridge tool where it found that intersection point instead of what it does at the moment. :D
So this is the power of BLENDAH? In Max or Maya just use radial symmetry and boom, it's done. Takes 5 seconds.
Hopefully it becomes a one click solution soon, in the meantime, the juggernaut of modeling extras 'meshmachine' addon for blender is probably one of the best things to check out which plugs those sorts of gaps.
Double tap G and hold Alt to slide a vertex beyond it's edge. No need for fancy addons.
are you referring to the snap utilities addon part? Unfortunately in that situation the slide tool isn't able to do what that addon does there accurately enough yet. The main issue is that we need to find the intersection points, sliding or even simply moving the geometry along that orientation isn't really the problem. The slide tool unfortunately isn't able to snap to other vertices either whether it goes beyond the extents of the original geometry or not (i.e. holding the alt key) or even if you have vertex snapping enabled, as far as I understand it the slide tool simply does some percentage of the distance between itself and the neighboring edges, rounding out the slide amount figure when holding ctrl, that means to find the intersection points are going to be pretty much impossible. It's why this making corners task can be deceptively tricky or at least have several more steps in the solution than first thought. But please also note that the addons option is only worth pursuing in this case if it was a very simple join, a profile with just 4 or so sides as it's quick and easy to fill the edges that get created to find the intersection points in with, for a more detailed corner such as in this video, i'd probably just separated the geometry, use the mirror option and then join it back in with the rest of the geometry again. Hope that makes sense! :)
At first, i was thinking..."wouldn't it be easier to begin with basic shapes to create the initial form, then fill in the details after?" ... then I saw the last method and I was just like, "why didn't you just skip those other useless methods and show this one sooner?" xD
Isn't this a payed course
it's one of the chapters from it that's right! Currently working on a big update to it at the moment, but that will likely be content for course owners only, but some of these smaller chapters are pretty handy to share out. :)