How to make edge sloped on a cylinder? - blender

I'm beginner at 3D modelling and I'm making an office chair. Now I'm stuck at wheel area as I need a sloped edge cylinder for the base of the wheel.
Concept: The wheel is attached to a cylindrical base which is attached to the foot of the chair.
Current Situation: I draw foot of chair, made a circle on it and transformed into a cylinder. The end edge of the cylinder has no Face and I want to extrude the cylinder along one edge which will make a sloped area on the open side of area. That should look like this :
But I tried manythings to do, but failed. It's obvious as I said I'm beginner. Please help me do to this.
Note: I'm using blender 2.78

The shear tool will move your mesh the way you want. It doesn't create the geometry so first extrude E and then shear ⎈ Ctrl⎇ Alt⇧ ShiftS the extruded section. Also note that the shear tool always uses the viewport axis, so switch to front or side view to keep the movement in line with your object.
You could also extrude past the point you want and use the knife or bisect tool to cut the geometry at the angle you want.

I found the answer. This doesn't need complex techniques. I just did
Extrude > Merge > At the First.
That's it. Now I got the shape I wanted.

Related

GODOT: What is an efficient calculation for the AABB of a simple 3D model from a camera's view

I am attempting to come up with a quick and efficient means of translating a 3d mesh into a projected AABB. In the end, I would like to accomplish something similar to figure 1 wherein only the area of the screen covered by the cube is located inside the bounding box highlighted in red. ((if it is at all possible, getting the area as small as possible, highlighted in blue, would increase efficiency down the road.))
Figure 1. https://i.imgur.com/pd0E20C.png
Currently, I have tried:
Calculating the point position on the screen using camera.unproject_position(). this failed largely due to my inability to wrap my head around the pixel positions trending towards infinity. I understand it has something to do with Tan, but frankly, it is too late for my brain to function anymore.
Getting the area of collision between the view frustum and the AABB of the mesh instance. This method seems convoluted, and to get it in a usable format I would need to project the result into 2d coordinates again.
Using the MeshInstance VisualInstance to create a texture wherein a pixel is white if it contains the mesh instance, and black otherwise. Visual instances in general just baffle me, and I did not think it would be efficient to have another viewport just to output this texture.
What I am looking for:
An output that can be passed to a shader informing where to complete certain calculations. Right now this is set up to use a bounding box, but it could easily be rewritten to also use a texture. It also could be rewritten to use polygons, but I am trying to keep calculations to a minimum in the shader.
Certain solutions I have tried before have worked, slightly, but this must be robust. The camera interfacing with the 3d object will be able to move completely around and through it, meaning at times the view will be completely surrounded by the 3d model with points both in front, and behind.
Thank you for any help you can provide.
I will try my best to update this post with information if needed.

SQL Server 2012 Spatial Data Type

I am trying to draw arrows. I know how to draw lines which takes me half way there but I want the tip to have a small triangle just like an arrow. However even when I use a triangle as a point, obviously it does not always point towards the direction of the line and might sometimes produce weird looking arrows.
I would like to draw the passes a player makes on a soccer field. I do that using LINESTRING and 4 coordinates I have in a table in my database. I use the xFrom, yFrom, xTo and yTo coordinates and I manage to draw lines. However I would like to have the tip of the line to show as an arrow but I found nothing in Google or in SQL documentation.
I would like to use SSRS and not any other graphics vector program because its simpler and its incorporated easily in my overall report.
Anyone can suggest a way of turning a line into an arrow?
Thanks
Okay, first off I'd like to preface this answer with the statement that using SQL Server and Reporting Services as a graphics tool is asking for trouble. This is by far, not what it was meant for.
With that being said, I believe this would work. You will need to spend some time studying, though. When manipulating images, you have several operations that you can perform. (Like Rotating, skewing, resizing, etc.) The mathematics behind these operations can be performed using matrix algebra. What you will need to do is look at the line you have created. It has a slope. If you picture that line superimposed upon X and Y axes, you can see that there is an angle between the line and the Y axis. (Assumes that the triagle's base rests upon the X axis.) That angle is the angle that you will want to rotate your triangle that you're using as the tip of the arrow. That should fix your problem. You could create a formula to do the calculations. (If the formula engine is robust enough to handle matrix algebra.)
Here are a couple of pages that give you the basics of how to rotate an image.
http://datagenetics.com/blog/august32013/index.html
http://www.fastgraph.com/makegames/3drotation/
Good luck!

overlapping of geometries in Scenekit

I'm have put a plane onto the same height as the edges of the cube are. Everything you see was created in Blender and you can download Blender file here. The plane is a little bigger than the hole so that they overlap.
The whole rendering is a little funny. I get this frame around the hole due to plane and cube edge having the same hight. I only want the plane to be visible. How can I fix this?
EDIT: I can always change height for a tinywiny bit but I would prefer a different approach due to shadows and reflections and stuff.
I'm a little confused because you are referring to a hole while it seems that your cube does not have any hole and your are adding a plane on top of it.
What you are seeing is called depth fighting and it's because both objects have the same z-value, yes.
SCNMaterial exposes properties like writesToDepthBuffer and readsFromDepthBuffer that can help with that. Also check SCNNode's renderingOrder property.

Blender how to round edges of face

I'm trying to make a round eye in my object by selecting a face, pressing e, dragging it into the face a little bit and I'm trying to make that eye round instead of square. How can I do this?
There is "To Sphere" AltShiftS available under Mesh->Transform. As the name suggests it adds a spherical influence, if the selected verts lay flat on a plane the result is circular.
Another option is an addon called LoopTools. Enable it and you have some extra options in the specials menu (W) which includes Circle, which will give a circular influence to the selected vertices.

How does Blender calculate vertex normals?

I'm attempting to calculate vertex normals for various game assets. The normals I calculate are used for "inflating" the model (to draw behind the real model producing a thick outline).
I currently compute the normal for each face and average all of them (several other questions on Stack Overflow suggest this approach). However, this doesn't work for sharp corners like this one (adjacent faces' normals marked in orange, the normal I'm trying to calculate is outlined in green).
The object looks like a small pedestal and we're looking at the front-left corner. There are three adjoining faces (the bottom face isn't visible; its normal points straight down).
Blender computes an excellent normal that lies squarely in the middle of the three faces' normals; it seems like it somehow calculates a normal that has minimum rotation to each of the three face normals. Blender's normal also doesn't change when the quads are triangulated differently.
Averaging the faces' normals gives me a different normal that points slightly upward in the Z-axis (-0.45, -0.89, +0.08). Inflating my model this way doesn't produce a good outline because the bottom face of the outline is shifted up and doesn't enclose the original model.
I attempted to look at the Blender source code but couldn't find what I was looking for. If anyone can point me to the algorithm in the Blender source, I'd accept that also.
Weight the surface normals by the angle of the faces where they join. It is a common practice in surface rendering (see discussion here: http://www.bytehazard.com/code/vertnorm.html), and will ensure that your bottom face is weighted stronger than the two slanted side faces. I don't know if Blender does it differently, but you should give it a try.