This document provides instructions for manually creating constructive solid geometry (CSG) in Blender without dedicated CSG tools. It describes how to:
1. Create a cube and tube mesh object. Scale the tube to fit inside the cube.
2. Move the vertices of the tube to match the sides of the cube in length. This is done by aligning the y-coordinates of the left and right vertices to those of the cube.
3. Select the face between the aligned vertices and remove it to cut a hole in the tube matching the shape of the cube, manually achieving the CSG boolean difference operation.
This document provides instructions for manually creating constructive solid geometry (CSG) in Blender without dedicated CSG tools. It describes how to:
1. Create a cube and tube mesh object. Scale the tube to fit inside the cube.
2. Move the vertices of the tube to match the sides of the cube in length. This is done by aligning the y-coordinates of the left and right vertices to those of the cube.
3. Select the face between the aligned vertices and remove it to cut a hole in the tube matching the shape of the cube, manually achieving the CSG boolean difference operation.
Constructive Solid Geometry This is done by selecting the plane and pressing XKEY and
then button which will be shown on the
Creating booleans in Blender is not as simple as in screen. After the 3D view is all empty except the cursor, it many computer aided design applications. These tools is time to change the the view to Front view which can be which are also called constuctive solid geometry tools achieved by pressing PAD_1 or selecting the button can be used to for example make holes and connect pressed with "F" option in image below. objects. Blender doesn't has CSG tools, only C-Key owners can enjoy of intersection tool which enables CSG style feature. Without CSG tools it is also possible to create really complex objects with holes and attachments. In the The Cube image 1 is introduced different kind of Now the camera is seen boolean operators from behind but the area which can be done for is still empty, so it is good two spheres. time to create the first object, the cube. Press This tutorial will SPACEKEY and the explain how to make menu will appear on the simple CSG manually. 3D window. Select ADD Selected objects are Mesh buttons and new cube and tube which are easily done in Blender and menu will be shown, the Cube button should be selected. objects doesn't need complex manipulation to achieve Menu selections are introduced in image 3. the result. It always needs some imagination to achieve really complex CSG without proper tools.
How to do the object in Blender then
Start Blender and you will see the startup screen
showed in Image 2. First thing is to erase the plane.
The Blender menu can be shown as well by pressing the
question mark character in the blue triangle at the top right corner of the Blender window.
After creating the the cube, looks the 3D view just like As noticed from side view the tube is too short so it should there would be a plane. So it might be better to check that be stretched. Scaling the whole tube is not accurate enough the object really is a cube. Moving the mouse cursor over for this action, so both ends of the tube should be moved to the 3D window pressing mouse middle button down and same level as sides of the cube. same time moving the mouse a little bit, the 3D world rotates like in image 4. That is anyway not the way the The object is still in EditMode but all vertices of the tube are cube is easiest to be edited still selected, which is shown by yellow color. By pressing so, pressing the 1_PAD key AKEY all vertices will be deselected. Next the left side the 3D view is changed back vertices of the tube will be moved exactly to same y location to front view. In this point as the left vertices of the cube. This is done by setting the the edit mode could be cursor to the other side of the cube and selecting the side leaved, but it is not with BKEY and growing the selection rectangle over left recommended because cube side vertices of the cube (image 7). and tube should be anyway to be joined together later.
The Tube
Making the tube is just as hard as making the cube. By
presing the SPACEKEY mesh menu will appear on the screen. And because the previous object which was created was from mesh class the Blender offers that this object could be mesh as well. This makes the tube selection really simple (image 5). The cursor still sits on the middle of the 3D view but can be easily moved to the middle of all those four side points which just were selected by pressing SHIFT-S and selecting Curs -> Sel from the menu. Image 8 shows rotated view of the 3Dwindow after the 3Dcursor has been moved to right place. Scaling vertices using 3Dcursor as zero point By selecting the tube from the menu another menu will will move all selected vertices appear on the screen asking how many vertices there towards the 3Dcursor and should be in the tube. The default value 32 is just ok, eventually move all vertices to accepting the value is done by pressing the OK button next one point which is the to the number. Now the tube will appear around of the 3DCursor. But because the cube. Because the tube is wanted to be inside the cube it meaning is move vertices so has to be scaled so it fits into the cube. Of course the cube their y-coordinate will be same as the y-coordinate of left could be scaled bigger but then much of great modelling vertices of cube the scaling will be done disabling all other techniques would be without teaching. Scaling is done by axis scaling except the y-axis. So how this all can be done ? pressing SKEY and same Now the situation is approximately like in image 8, but the time moving the mouse. It view point is from side view (3_PAD). Now all vertices has to be done so the mouse should be deselected (AKEY) and tube's left vertices should is moved toward the middle be selected (BKEY and rectangle over tube's left vertices). point. While scaling The 3DCursor should be selected as zero point and this can pressing the CTRL button be done by pressing DOTKEY or selecting the button down the scaling will use activated in image below. grids. In this tutorial scaling factor was 0.4 for all axises. The result should be something like in the image 6, if the 3D view is rotated. Now the tube should be edited so the tube is exactly same Time for scaling vertices y-coordinate to correct place. First length as the side of the cube. This can be easily done from the mouse cursor should be moved to left or right side of the side view which can be achieved by pressing 3_PAD key. 3DCursor then the SKEY should be pressed and the mouse cursor has to be moved to left or right and same time when moving the mouse pressing mouse middle button.
All vertices has been moved to same y coordinate after the Sizey is This can be verified from top row which tells 0.000. The CTRL (the grid mode) should be pressed down before how many faces has accepting the scaling by left mouse button. Image 9 shows how the been selected. The vertices are moved to correct count should be "1", place and also there are all image 11 shows the values of the sizes of object rotated 3Dwindow and axises. Now it is time to part of the top row. move right vertices of the After all vertices has tube to same y coordinate as been selected the face right vertices of the cube. should be removed by This is done exactly same pressing XKEY and way as left side. First AKEY selecting the "Only to deselect all vertices, then Faces" from the BKEY and rectangle over popdown menu, which right side of the cube and SHIFT-S and Curs->Sel to move the is shown in image 12. After face has been 3DCursor. Then BKEY to select right vertices of the tube and SKEY erased new faces with hole in the middle can to move vertices towards the 3DCursor. Because the cursor is already be created by pressing SHIFT-F which is seen set to be the midpoint of scaling and rotating the DOTKEY doesn't in image 13. After left side faces have been has to be pressed. At last it is time to exit the EditMode by pressing created the right the TABKEY. Same time the EditMode side should be is exited the object data is saved to done, by first Undo Buffer. So next time EditBuffer is deselecting all entered and the object is edited the vertices AKEY saved data could be returned by then selecting pressing UKEY. right side vertices BKEY, erasing face Cutting the Hole XKEY and creating new ones with SHIFT-F. So EditMode should be entered immediatelly after it was leaved, just because the object data was saved to Undo Buffer. Entering the Ready Cube with Hole EditMode is done by pressing TABKEY. So how to cut the hole to the cube ? The technique is pretty simple. First both side faces of the Now there is ready cube with hole in it. The cube should be erased and then those sides have to be created again whole cube can be seen by pressing the but this time so the tubes hole is in the face. The easiest way to erase TABKEY to exit the EditMode and then side faces is to enter the side view selecting the ZKEY to see the shaded version with 3_PAD and then select left of the cube. In the image 14 can be seen vertices of the cube using BKEY and rotated view of the cube. If trying to create drawing rectangle over vertices. It three tubical doesn't matter if left vertices of the holes through tube are selected as well, because the cube so there are no faces. tubes will cross in the middle of the cube, would make this tutorial really complex. It is possible with C-Key pretty easily but even with it, it needs some imagination, so how should it be done without C-Key ? Maybe this question will be tutorialized some day. So see you in advanced tutorial section after some time.