Blender: Thick extrude along edges - blender

I am trying to inset the roof on the top of this building...the roof is below the top of the walls. As you can see from the picture, there is a thick border along the edge. What I need is a kind of "create inner edge (or cut) along the border" at the same distance from the existing border all the way around. Can someone tell me how to do this?

The inset tool will add a border around the selected faces and works well with irregular shapes.

Related

change wireframe background in blender 2.8

I am totally new to blender. Check out the following picture:
My coach changed cylinder to wireframe, so then I change my cylinder to wireframe, however the view is different:
My question: How do I change to wireframe view? My wireframe background is transparent but first in image is not transparent.
Can any one help? I'm using Blender 2.8
You can change between wireframe/solid/material/and render previews by pressing the z key and confirming your selection in the radial menu.
You may also find the options in the
overlay dropdown menu useful - located in the top right hand corner of the 3D viewport. Particularly the floor, grid and wireframe options.

Grid For Texture Editor Doesn't Show Up

I was waching a cinema 4d video when he selects the texture editor option on the left and a yellow grid pops up. He can then move, scale, rotate the texture that was applied to a object using the yellow grid. I tried the same thing but all that shows up are axis controllers shown below. I tried to use them but they don't do anything. I tried to do the same thing on a simple solid but that didn't work either. PLEASE HELP.
You need to change the projection to something other than UVW Mapping... That will allow you to see and manipulate the Texture Grid.

How to create legends with triangular end boxes in arcGIS?

I simply want my legend which is now in the form of the left bar in the following image, to be shown in the form of the bar in the right side. I couldn't find anything related for arcGIS. those anyone know?
Thank you so much for your help.
Unfortunately I don't think there is an elegant way to do this, only a work-around:
In Layout View, convert the legend to graphics. (Make sure your data and legend are in their final product state as your legend will no longer be dynamically linked to your data).
Right-click on the legend and ungroup the elements in the legend. Repeat as many times as necessary in order to be able to select an individual rectangle.
Manually convert the two rectangles into triangles. One way to do this would be to activate the "Draw" toolbar and draw white polygons over parts of each rectangle.
Once finished, regroup everything.
Again, not the prettiest solution but I don't believe ArcMap has this functionality.
Good luck!
Tom

How to build a Head Up Display in OpenSceneGraph that resizes depending on the screen's resolution?

I'm pretty new to OpenSceneGraph and I have the following problem:
I'm trying to build a 2D Head Up Display out of several images, so that it can resize depending on the screen's resolution. That means I have extra images for the corners and one image for the bar that connects the corners and so on.
Well, that's the idea. But I have no clue how to do that in OpenSceneGraph.
Can anybody help me?
So, when the window resizes, you'll get an event from osgViewer telling you about the change.
You need to resize your viewport when the window size changes, so your HUD geometry has some idea of what the pixel-size of the display is (most of the HUD examples setup for a nominal 1024x768 screen and then just let that stretch around as the window is resized, pretending like the new viewport is still 1024x768).
Once you've resized the viewpoer, you need to rearrange your geometry. Your corner pieces need to be laid out at the fixed pixel size you want them to always appear, then you need your connecting elements to change size, horizontally or vertically, to fill the space between the corner pieces. You usually rely on texture stretching or repeating to fill the space as the piece of geometry gets stretched.
If none of that makes any sense, I can describe more.

Draw panel in Cocoa

I have a NSBezierPath, in the shape of a menubar panel.
I'd like to make a header now.
Like this one for example.
But only like 30 pixels from the top.
I can't figure out how I should only get the top part of the NSBezierPath.
This is my first question.
How can I cut off a piece of the NSBezierPath, or how can I make a Union of the NSBezierPath.
Then I want to add a gradient like in the example.
The gradient is clear, but how can I add the glow at the top of it?
I have added a shadow in another app back then, but it seemed a little dirty.
So how can I make a shadow at the top of the NSBezierPath, like in the provided example.
Thanks!
I ended up using PaintCode, which did a pretty good job for me.
This is the result:
To get the 'light' edge at the top of the element you can just draw (i.e. :fill) the NSBezierPath with a vertical offset of e.g. -1 points with a brighter color. Then draw the shape (at y=+1 points) on top of that.
Not sure what you mean by making the header and cutting of bits..