Modeling Cones Within Cones


As a part of my first project in blender I will need to place various numbers of smaller cones within cones making “chakras”. In the next sentence I will describe one of these chakras I wish to model. A cone containing 4 cones, where all cones share a vertex and where the circular faces of all the cones lie on the same plane. The four cones inside the large cone should have the same height and the circular bases of the 4 inner cones should be the same size. The circular faces of the cones should all be touching and also touching the inner edge of the outer cone in other words the four circular faces of the smaller cones should lie within the boundary of the circular surface of the larger cone, and take up as much area as possible without crossing each others boundaries. When I tried modeling this I was approximately able to get the inner cones circular faces to take up the most area of the larger cones circular base, but the 4 smaller cones would exceed the outer cones boundary near the vertex.

How can I make it so I can perfectly fit four smaller cones into a larger one?

Didn’t even read the whole thing. If you start talking about something in quotes, chances are the explanation won’t help. Post an image of what you want to model.

imagination contest :slight_smile: 4 cones in cone with common vertex


Piotr howd you do that?! Nice

Testing Testing

testing testing

start with single cylinder or single cone. Make array in circle and move closer top of your models.

Educational and entertaining! Thank you Piotr :smiley:

Is there any function which will stop objects from crossing each other when scaling so that one can make objects touch but not overlap?

4, 6, I guess when you are dealing with lofty matters these two numbers are more or less the same!
Here is a simple way to do this (although I see Piotr has posted a 6.7 million word* video of a very accurate reproduction of your sketch!).

  1. Add mesh/circle, 6 vertices (hexagon). Note the radius, leave at 1(default) for ease. All settings are in the operator panel at the bottom of the tool shelf or in the floating F6 panel.

  2. Edit mode, select one vertex, shift-S cursor to selected.

  3. In object mode, add mesh/cone. 6 vertices, height as desired, radius 0.5 or one half of the hexagon. It should have appeared centered on the vertex previously selected. Change the Z location to 1/2 of the height to bring it up to the hexagon level. All settings are in the operator panel at the bottom of the toolshelf or in the floating F6 panel.

  4. Select the cone and go into edit mode, select all vertices (ctrl A). Go to top view and ortho view. You are looking down with no perspective (The perspective doesn’t make a diff except you can see better what you’re doing).

  5. Hit spin. In the settings set 6 copies, check dupli, 360 degrees, center at 0,0,0, axis at 0,0,1. Now you have 6 cones properly arranged. Before doing anything else press x for delete, this deletes the original vertices which have been duplicated. Not doing this is bad because they are nicely selected now.

  6. Select all 6 vertex vertices. Hit S for scale, shift z to not move vertically, and 0 to bring them to one (x, Y) location.

  7. Shift-S to bring cursor to center. Add mesh cone. In settings make the radius 1.5 or 3 times the radius of the other cones (you can see why in top view, note that this is not absolutely accurate because of pi). Height and location should be the same as the other cones (you might make the height just a little more to avoid intersecting geometry). Note well what the radius 2 does - you might need this to make the connector leading from the top of the cone in your sketch.

  8. Finally in object mode delete the original hexagon.

Although these instructions use hexagons that’s just for ease of visualization. you can use other vertex counts for the cones. I would stick to multiples of 6.

*(420s * 16FPS * picture worth 1000 words :D)

start from the end and extrude backward adjust scale !
add all circles and whatever then extrude back

did a quick model

still need to add filling with proper mat!

happy bl

An alternative for the circle start

  • In Object mode , SHIFT+S -> “Cursor to Center”

  • Press Numpad 7 (Top View)

  • Add a circle and press G then X then type 2 and press Enter to move the circle 2 blender units on the x axis

  • Go to Edit Mode , select the whole circle (should be all selected by default) and press E then Z then 10 and press Enter

  • Look from another angle, move the mouse to the model and press CTRL+R (to add loop cuts) then type 10 and Enter

  • Press Numpad 7 to make it back to Top View

  • Press A 2 times to unselect then select all

  • Click on the Spin button in the toolshelf (Tool tab on the left of the 3D View) or press ALT + R

  • Press F6 (or look at the operator panel on the bottom of the toolshelf), enable “Dupli” , set steps to 6 and Angle to 360

  • Press X -> Vertices to delete the currently selected part of the mesh (as the spin tool will have made a duplicate of it, you don’t want overlapped meshes)

  • Add a Circle , press S then type 3 and press Enter

  • Press E then type 10 and press Enter, and same as before add 10 loop cuts to it (CTRL+R , type 10 and press Enter)

  • Press A to unselect All, then press Numpad 1 (Front View) and press Z to have Wireframe display (or use the " limit to visible " button , but as it does not have a key shortcut, i’ll use Z, just faster for me)

  • Press B and make a box selection to select those vertices

  • Now the part about proportional editing is not necessary for your project, but as i want to give it some kind of falloff instead of a classic cone shape, and as i think it can be useful, i’ll go on with it

  • Press Z to switch back to Solid display and press O (or enable the Proportional Editing button) and set the falloff to “Root”

  • Press S then type .1 and with the mousewheel or with the PageUP/PageDOWN keys adjust the falloff circle.
    Then press F6 and adjust values to fit your needs

  • Press O (to disable proportional editing) , , press A to unselect all and press Z to switch to wireframe display the box select the bottom vertices

  • Press S to scale it for your needs (in that case it is just to have a nicer falloff)

  • Press Z to go back to Solid display, press A to unselect all and move the cursor next to the external structure of the mesh and press L to select it all

  • Press P -> Selection to make the external shell as a different object

  • In Object Mode select the outer shell object and add a Solidify modifier to it, enable “even thickness” and for this example i set it to 10cm

  • Select the inner group of cones and do the same, but give a negative solidify thickness, for my example i’ll set it to -7cm

one detail here for the outside skirt might need to use shrinkwrap with some distance to get the rounded effect !
looks like black and white but might also need some color - would be easier to see things

happy bl

O my so much great help :slight_smile: I’m a beginner but I think ill be able to model this “human energy field” thing which I’m interested in. Chakras are a big component of this field thing, I’m just going to have to get them to rotate (inner cones as well) at various rates, color them, get them all linked up to this central tube, do some basic particle stuff and it should be ready! I’ll probably need a bit of advice along the way and I’ll just post my questions here.

Or make copy of inside objects, Join them or Union with Boolean and next use Solidify Modifier, apply and remove all unnecessary inside faces. There is video with another try to model, but look in attachement, this positions of circles is better for next correct rotation.