moving parts

Discussion started by vbotgamer

hello, I am currently working on a locket and need to know something. if the locket hinge will still be a moving part even if I join the two sides of the locket in Blender. I plan to display them side by side so I can do material showing what they might look like in gold. do you link the printer will create extra material if I join the two sides?

Answers

Posted over 3 years ago
0

Don't you want it to be all gold?

vbotgamer wrote
vbotgamer
yes, but my question was will both sides move at the hinge if I press control J in Blender. which would join them. I've just decided not to join them though. thank you for responding.
Posted over 3 years ago
1

I think you made a wise choice by not joining them. If you join the two parts, then rotating them at a hinge will need to be done in edit mode, obviously. However, once they are joined into one mesh, you would need to set the 3d cursor as your pivot point at the hinge location, then set the Transform Pivot to be the 3d cursor (if that makes sense). The problem then becomes, what happens if you need to move the 3d cursor in the scene? Also, you would need to enter edit mode every time you want to rotate the hinged object. It's much more convenient for animation purposes to keep the two hinged objects as separate, distinct models.

Posted over 3 years ago
1

I forgot to mention one thing... if you ever do decide to join the models, you could theoretically just create a shape key of the rotation since the model is now technically one mesh. That's one benefit of joining the two parts, but that could also be somewhat limiting. It's a good alternative though if you actually need to join them for whatever reason while maintaining the point of rotation (like exporting to FBX).

PauloRider wrote
PauloRider
But would it be fine in this case where he wants to print the locket with both sides joined? I doubt it would print out okay
luxxeon wrote
luxxeon
No. In the case of 3d printing, I would definitely keep them separated. I was referring to simply general 3d exporting for other purposes like animation or exchange with other software packages.

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