Blender how to round edges of face - blender

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.

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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.

Blender 2.8: object pivot + pixel align + object part grouping (newbie)

I have started learning Blender 2.8 as of May-25. Almost 10 years ago, I was using 3dmax v7 but only as a hobby. I want to start doing 3ding again as hobby but got no money to have something that is up to date. So I chose Blender.
Now I have a few questions. I will surely have more questions later. I am still thinking in terms of 3dmax ways.
How do I recenter the object pivot if I accidentally displaced it with MB1 and doing Ctrl-Z is not a solution ?
How do I align vertices to the grid but only using the axis of my choice ? (ex: align on the X axis grid or any other axis of my choice)
how do I group object parts (vertices, faces, ...) as different groups and then working with the group of my choice ?
how can I maximize the view port with one single keys shortcut thus hiding every menus and then once I am done doing what I wanted to on that maxed view, revert back to whatever interface view I was using before ?
how to select anything using a region drawn by mouse movements (meaning selecting without using box or circle or shift, just mouse mouvements)?
Firstly blender 2.80 is under heavy development while making some major changes so can be of varying functionality for now. I would suggest you start learning with 2.79b until 2.80 is finished.
There are several options when it comes to choosing a pivot point, I think what you are referring to is setting the object origin.
There are several snapping options and ways to control transformations. You can limit movement to one axis by pressing it's key while transforming, eg GX will only move along the X axis, you can not move on one axis by adding ⇧ Shift - G⇧ ShiftX will move on Y and Z but not X. To align vertices to one axis is it common to scale to zero one the axis, eg SX0 will scale the verts on the x axis so they all align, in object mode you can do the same as long as you enable manipulate centre points. There are align options available in some addons, like align tools and mesh align plus.
Blender doesn't have vertex grouping and I don't know of any addons that add it. You can assign vertices to a vertex group and use that to select/deselect a collection of vertices.
There are two options to maximise the viewport - ⎈ Ctrl↑ Up arrow will maximize the viewport, the info bar at the top and headers for the view will remain in place or ⎇ AltF10 will make the view full screen also removing the info bar and headers. Also the window layouts are saved as screens which you can make and define to your liking, by saving these screens in your startup blend you can keep them available each time you use blender. The default screens include a 3D only layout.
For lasso select you can hold ⎈ Ctrl while pressing the non-select mouse button to draw an arbitrary region to select items within.

How to make edge sloped on a cylinder?

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.

Camera Frustum Planes in Unity 3D

I understand that CalculateFrustumPlanes() in Unity3D returns an array of Plane objects, each representing a different frustum plane, but I can't find any documentation to suggest which element is which?
for example
[0] = Front
[1] = Back
etc.
I need to calculate whether a point in space (like the centre point of a Bounding volume) is in the camera frustum, for a Quad tree system.
What is exactly the order of the Planes in the returned array is not documented (and I don't know it).
Anyway I think you can figure it out without much effort: you just need to put the camera in a well know orientation and check the normal value's of each Plane.
I need to calculate whether a point in space (like the centre point of
a Bounding volume) is in the camera frustum, for a Quad tree system.
For a Quad Tree system, I think the intersection between the frustum and a GameObject's AABB is enough, so you don't even need to know exactly the order of the Plane's in the array to compute it. You can just use GeometryUtility.TestPlanesAABB.
Order: left, right, bottom, top, near, far.

How to render a 2d side-scroller game

I do not really understand the way I'm suppose to render a side-scroller? How do I know what to render when my character move? What kind of positionning should I use for the characters?
I hope my question is clear
The easiest way i've found to do it is have a characterX and characterY variable [integer or float, whatever you want] Then have a cameraX and cameraY variable. Every object in the scene is drawn at theObjectX-cameraX, theObjectY-cameraY...
CameraX/CameraY are tweened by a similar-to-midpoint formula so eventually they'll reach playerx/playery[Cx = (Cx*99+Px)/100] ... yeah
By doing this, every object moves in the stage's space, and is transformed only on render [saving you from headaches]
Use a matrix to define a camera reference frame.
Use space partitioning to split up your level into screens/windows.
Think of your player sprite as any other entity, like enemies and interactive objects.
Now what you want is the abstraction of a camera. You can define a camera as a 3x3 matrix with this layout:
[rotX_X, rotY_X, 0]
[rotX_Y, rotY_Y, 0]
[transX, transY, 1]
The 2x2 sub-matrix in the top-left corner is a rotation matrix. transX and transY defines the translation part, i.e the origin. You also get scaling for free. Just simply scale the rotation part with a scalar, and you have yourself a zoom.
For this to work properly with rotation, your sprites need to be polygons/primitives, say like triangles or quads; you can't just apply the matrix to the positions of the sprites when drawing. If you don't need rotation, just transforming the center point will work fine.
If you want the camera to follow the player, use the player's position as the camera origin. That is the translation vector [transX, transY]
So how do you apply the matrix to entity positions and model vertices? You do a vector-matrix multiplication.
v' = vM^-1, where v' is the new vector, v is the old vector, and M^-1 is the matrix inverse. A camera needs to be an inverse transform because it defines a local coordinate system. An analogy could be: If you are in front of me and I turn left from my reference frame, I am turning your right. This applies to all affine and linear transformations, like scaling, rotation and translation.
Split up your level into sub-parts so you can cull objects and scenery which does not need to be rendered. Your viewport is of a certain size/resolution. Only render scenery and entities which intersect with your viewport. Instead of checking each and every entity against the viewport bounds, assign each entity to a certain sub-screen and test the bounds of the sub-screen against the viewport and camera bounds. If your divide your levels into parts which are the same size as your viewport, then the maximum number of screens visible
at any particular time is:
2 if your camera only scrolls left and right.
4 if your camera scrolls left, right, up and down.
4 if your camera scrolls in any direction, and additionally can be rotated.
A screen-change is an event you can use to activate entities belonging to that screen. That could be enemies, background animations, doors or whatever you like.
If this is your first foray into writing a side-scroller, I'd suggest considering using an already existing game engine (like Construct or Gamemaker or XNA or whatever fits your experience level) so you don't have to worry about what order to render things and how to make it all work. Mess with that a bit--probably exploring a few of them--to get a feel for how they do things then venture out to your own once you've gotten used to it.
Not that there's anything wrong with baptism by fire but it can get pretty overwhelming in my opinion.