![]() ![]() The difference here is that I move the decimal place over one. The easiest thing for me to do is to work in a decimal inch system, with one minor difference. (This will largely depend on what kind of input coordinates you are using in your materials). If you change the scale all of your objects globally later, your material scales may not automatically keep up, so keep this in mind and be careful. NOTE: there is a drawback to this method!!! Most times I use this because, I know that I can always globally scale all of this when needed. I then Also copy this mesh and rotate them to lay down parallel to each of the horizontal axis' (X & Y) So I can snap my widths and depths of objects as well. Then I can Copy/Array them on top of each other for what ever height/width/depth I need. The result is that I have a 1' Long mesh that I can snap to all the way down to 1" increments. ![]() I personally Just hold Ctrl to temporarily activate snapping when I'm dragging, but if you wish to toggle it on and off use Shift+ TAB. ![]() I then change my snap to Ctrl+ Shift+ Tab and Selecting Vertex on the menu that pops up. I do this by placing my mouse cursor over about the mid point of one of the four edges that run up and down the Z-Axis of the column mesh, and hitting Ctrl + R > 1 > 2 > ENTER > ENTER. I then add Loop Cuts to this mesh (specifically 12 of them). I Enter Edit mode with this mesh selected using TAB, I Apply the Scale to this Column mesh: Ctrl + A > S. So now looking at my Z Value I'm changing the dimension to 1 Feet tall (1*12 = 12inches): The scale factor from inches to mm is exactly 25.4 so we multiply this.īecause a mm is 1/1000 of a meter and the Blender units are in meters we divide by 1000. Here's how the breakdown of what I am entering looks like (lets look at them all):įor X & Y my first number is my desired unit in imperial inches (24). Luckily for me, Blender makes this part easy, because I can just enter the math directly into the Dimension Fields: Here is what I enter
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