Blender - Smooth option? - blender

Is there a way to smooth those „cubes“ into straight line? I’m still new to blender.

Related

Flickering material in Blender

I have some problems with a material on a large plane.
It is a simple plane with a texture on it. When I add a simple image texture, the material looks fine. But if I then make the camera move in an animation, the material is flickering and acting wierd in the horizon. I figure that it is because the image texture is getting very small when it's far away, so it renders it a little different on each frame. I can also see that if I disconnect the displacement it stops. So it's maybe a displacement problem and not and image problem.. I don't know :) But is there a way to make this stop. Maybe a way to make it render with less detail when it's far away? Or a way to make the image texture only appear when it's close to the camera? Or something else?
Best
Michael

What are the specific exporter setting needed for blender to export an animation to ue4

I have an animated armature in blender that I want to export to Unreal Engine in FBX format. I know the axis are different between the two, but I cant seem to find a combination of axis in either transformation or armature to make it work. When imported, the animation is always horizontal, when it should be vertical. I've tried googling an answer and trying random combinations.

Curved slope in blender

I am trying to recreate a part in blender for 3D printing and it is a column with a curved slope. I’m pretty new to modeling and was wondering what is the best way to recreate that slope in blender?
I’ve tried splitting and moving faces and vertices individually, but it didn’t seem very accurate.

Blender to Unity: Object shifting positions

I have a model that I created in Blender. I then created a bow and arrow and then parented it to the hand bone of the model so that it moves with the hand. When I use the .blend file in Unity, however,the bow and arrow shifts to some other position away from where it is supposed to be. I'm not entirely sure how Unity and Blender's co-ordinate systems differ so it might be that but I haven't really had this problem with other models before. Any help would be appreciated.
Edit: Ok, so I've figured out what the problem is but I have no idea how to fix it (apologies for my poor modelling practices in advance because i'm fairly new to this)
This is my model in pose position:
This is my model in rest position:
I connected the bow to the skeleton by clicking on the bow rig > shift clicking on the hand bone > CNTRL+P > to bone. This works fine as the bow now moves with the skeleton and I can do whatever I need in the NLA editor.
Now, the issue is, when I use the .blend file in Unity, the bow is in the rest position of my model even though the skeleton is in pose position and performing the actions (so the bow is floating on the side).
I've tried connecting it differently. If I connect the bow instead of the bow rig to the model, then it is in the correct position in unity but then the bow rig detaches and so the bow animations don't play.
I've also thought the problem would be solved if I make the the current pose position my rest position but when I do that, the mesh reverts to the old rest position and moves very weirdly with the skeleton. Here is that pic:
I would really, really appreciated any help with this as it's been hindering my progress for the past few days.
This method describes saving the hierarchical assignment of a handheld object until after the character and animations are exported to unity. The weapon is imported separately in Unity and then assigned as a child to the relevant bone at that time.
Assigning a handheld object to a blender generated character.

Weird deformation of rigging and posing in blender

I follow some online tutorials to do the rigging and posing in blender. I create bones and vertex groups, then bind them together. When I move on to rigging, the deformation of the mesh is quite weird. I searched on the internet and didn't find an answer. I wonder if anyone can help? Thank you very much!
Image here (http://s17.postimg.org/wn4z8fjd9/strange.png)
It looks like they have wrong weights for the bones.
Try first to remove the parenting for the mesh and parent the mesh again using the "automatic weight" option.
After that you fix the remaining problems in weight paint mode