I have been powering through your Precision Modeling tutorials to learn Blender (and precision modeling) almost entirely just to get to this tutorial. I LOVE it! I love the whole series. Brilliant work! I wish all tutorials were this well put together (examples, chapters, key presses recorded, good audio, etc.) Thank you for putting these together and out there for us ignorant slobs to take in. :D Keep up the GREAT work!
Your Inkscape SVG is actually imported perfectly size-wise, but the size in Inkscape takes into account the stroke style and width. You can check the size with the XML editor (Ctrl+Shift+X) and see the real size there. If you change the stroke style to Hairline, then the size you put into the upper boxes is precisely what ends up being in the XML because there is no stroke width to account for. Hope this helps, have a nice day ;)
That fill:none tip was very useful. I kept on importing SVGs (exports from the renders from a charting library) and you'd get ziz-zagged edges produced between the points, which made for terrible geometry; but with this, you just set the fill to none, tab into Edit Mode, alt-grab a whole edge and hit 'F' to re-fill it. Works almost perfectly, it seems.
Using SVGs in my Blender projects before watching this was such a wreck. I can’t wait to try it again tomorrow now that I understand better what was going so wrong. Thank you lots. Subscribed.
I found the last part / challenge was a little difficult to follow in-part because of the partitioning/separate (P). I don't think until this video you shared that command and had to start and stop for 30 minutes to figure out where I goofed up. But other than that, I'm really excited with this acquired curve knowledge!!
You need to concentrate while folowing this playlist, beacause Separation WAS mentioned in "Origin Snapping & Edit/Object Mode Connections | Blender 2.9+ / 3.0 Precision Modeling | Part - 7".
This is EXACTLY what I needed, I’m very familiar with illustrator but just starting to learn blender, and I’ve been wanting to use my vectors as the basis for a mesh, other tutorials don’t give the entire workflow from start to finish and leave out the finer optimisations and details. Excellent tutorial.
Awesome video. I am just learning Blender - and this video helped me with a major roadblock that I was having. Blender is hard for me, but it just got a little more clear. God Bless You! sincerely, Cheers - just subscribed
Can you make a video how to work with bevel after import svg? I've got problem with bevel after import svg file into blender. I creating intarsia wood art model and need some unequal beveling. Thank you!
You are one of the few content creators I get excited for to when I open youtube and see you've uploaded a new vid!! Stay true to you, and keep up the incredible work 👏👍
*Regarding Inkscape import* I did 2 exercises: - Create a square with a side of 100 mm WITHOUT an outline. - Create a square of side 100.176 mm WITH outline [0.176 mm =0.5 pt]. In BOTH cases it only imported an exact 100mm square. If you look at your example again, your square is 100mm WITH outline, that means the vector object is less than 100mm (that 96.67 mm from your example). Let's remember that a vector curve is a _mathematical definition,_ so it does not depend on the DPI, therefore the import from Inkscape was exact. By the way, we have to think about how to import the contour too, or simply generate it within Blender
I always export Illustrator lines as DXF. Put the drawing in the top left corner of your artboard and it will import into Blender at 0,0. The export settings of Illustrator can be set to MM as units and Blender can import/convert them on the fly. It ignores line width too.
I'm only able to follow along until about 15:37. I extrude my inner shape , lower it on the Z axis, and try to apply the boolean. However, nothing gets cut and the cutting object just disappears. I'm not sure what I'm doing wrong. Any advice???
you have to enable the add-on "Boo-Tool", go to Preferences then the Add-ons tab. docs.blender.org/manual/en/latest/addons/object/bool_tools.html#:~:text=Auto%20Boolean,Difference%20Shift%20%2D%20Ctrl%20%2D%20NumpadMinus
Hi Jonathon, When you do your 'Limited Dissolve' clean-up of the mesh at 13:35, is there a reason why you don’t do a 'Merge By Distance' clean-up too? From your previous videos both these operations seem useful for mesh clean-up, but I assume there’s a reason you don’t do a 'Merge By Distance’ in this situation? My husband loves your videos by the way - spends more time with you than me at the moment :)
In the video you mention that in one of the next videos you plan to make an intro Curves with Modifiers (whatever that means). Did you do this video and I missed it? Thanks!
Hey Chartle, a the end i did not do a dedicated video, You'll find it being used in my Unlimited vase video, the advanced arrays video and I will soon be doing a mini-course of blender for laser cutting which will have quite a bit of the SVG work flow with curves.
I honestly haven't used Blender's curves since version 2.5, and all the modeling I have done did not involve any curves (and any curved surfaces use subdivision surfaces and playing around with topology--subsurf takes the average between edges and can be precise though not as precise as you want it to be). Still, being able to import SVGs directly means I can design whatever I want in Inkscape and put it into Blender (like the airfoil of a wind turbine, for example).
The Illustrator "magic number" of 1250 looks suspiciously like half of 2500 which is super close to 2540 which is a multiple of inches-to-mm conversion ratio. Coincidence? Maybe try 1270 instead and see if that works any better. Is their a setting in Illustrator that allows you to set the output scale or units? Just wondering. Most CAD applications allow you to set the drawing scale/units and the units with which to save to certain formats, DXF for example.
I'll give it a go the next time I get the chance. I 100% know about your unit scale export options. It's silly but no Illustrator has no option like this and it's just silly.... but oh well. I really wish it did tho
I can't afford Adobe products so I never use them, but I was thinking that maybe within Illustrator you could set the line width to zero (or as hairline) and then maybe the svg output would not have the doubling effect (the square inside the square). I think it is just creating the extra vectors to create a thicker entity to emulate the line width.
No worries at all Bill this is why I show ti for both inkscape and illustrator. Also the key reason why I show illustrator is because many of the vectors and SVGs found on the internet come form an illustrator workflow so I want to show you have to deal with that one too. At the end of the day every type of SVG has a similar workflow in blender. As for a zero line in illustrator... In my testing it did not work. It just made a very think double line it's a pain really. Wish they had the hairline option like inkscape.
So I'm trying to extrude a curve under the geometry menu, but why does the dimensions end up larger than the amount I'm extruding? For instance I'm trying to make the thickness of this 100mm but then under dimensions it comes out to 110.2 mm.
@@Keep-Making I found a solution. I have to extrude the curve to 1 and then set the dimensions myself. Not sure why this is the case. It seems to act almost like a multiplier.
Just an FYI i know you possibly prefer Illustrator, but being blender is open source it is much more helpful to use Inkscape for both import and export as the example because it then keeps the work flow opensource and free and does much more for the community :O)
Oh by all means the workflow from inkscape and Illustrator, is almost identical which is why show both of them and if anything illustrator is more troublesome. Not to mention most vector graphics you will get that are SVG form the internet of logos and the such are made in illustrator. I'm a huge advocate of open source thus why everything I do is as open as I can make it most of the time.
@@Keep-Making yes I totally agree, and I hope you know you are doing a great job with your tutorials, blender is awesome, and you help others realise the possibilities of using it for things I know many would avoid it for. I admire people who try to challenge the notions of making something from free software that others just say is easier with the big brand software.
ufft.... I don't have much experience with the new MAX. But the fact that belnder is free and development is going SO FAST now... I think I would stick with blender.
Blender is actually extremely powerful for rendering, for sure. Yes, there would be some tools that are lacking in Blender compared to MAX, probably, but Blender IS becoming more and more industry standard when it comes to capabilities. Heck, many studio artists use Blender in complement or even as an alternative to their industry tools. Just to keep in mind, there are two kinds of rendering that you can do in Blender. One is using Eevee, which is the "fast" rendering engine, and the other one is using Cycles, which is a ray tracing engine that is more akin to industry standard. It depends on you which one you want to learn.