I’m trying to use Blender as a CAD program to design a model hovercraft. I’m working out the structure in Blender, then using the vertex values to draw the sections in Illustrator. These are printed out and used as plans to cut balsa and foamboard.
Sections (faces) that are parallel to an axis are easy to draw as they are effectively 2d (discounting the axis the points are parallel to).
The problem I’m having is converting faces (which not parallel to an axis) to a 2d representation.
I though that if I could orientate the camera along the normal of a face I would effectively be getting a 2d view of the face.
My questions are:
How can I rotate a camera to match a face normal?
How can I rotate a coplanar quad (eg below) to make the values of one axis the same?
X Y Z 1 -8.37 -2.5 1.7 2 -5.87 -5.0 1.7 3 -11.73 -10.2 -1.3 4 -16.83 -5.1 -1.3
- Is there an easier way to do this?