Specific questions for some Blender Operations

I’m looking for a few Blender Heads to help with some questions

Long ago I used to program 2D graphics so I know how much work is involved. Kudos to those working on this project and those who help in the forums.

I have used a lot of graphics programs over the years and I am not an expert by any stretch of the imagination.

Blender fascinates me in that is has a lot of promise and it could grow into a really premier product,
eventually on a class like Maya by Aliaswavefront. I have freebie versions of most graphics programs.

I have read through a fair amount of documentation regarding Blender.

I have some how to questions things that I have done in other systems fairly easily and I am wondering how it is done in Blender.

I have created a web page with pics to illustrate my questions
Thanks in advance to anyone who can help.

I have limited internet access (unavailable where I live) so I can’t simply jump to a FAQ or Google anytime I want. So I try to maximize my time as best I can. It may be a week before I can read any responses.


First question:
You first delete an edge (select an edge and press Delete-key), select one of the free vertices and add new vertices.

Hexagons, pentagons etc, can be made with the circle command. Add a circle and set the number of point to 8 or 5 or whatever amount you need.To start a polyline with one point use a littl trick. Add a plane, scale it down to 0 so it looks like one point, press W, select Remove doubles. Now you have one startpoint for you polyline.

Second question
From the User Guide: http://www.blender3d.org/documentation/htmlI/x2389.html

third question
Also from te User Guide: http://www.blender3d.org/documentation/htmlI/x2868.html

and: http://www.blender3d.org/documentation/htmlI/x3040.html

Your questions are about modelling tools or subsets that have been neglected in Blender. If you’re interested in the history I could give you some links but both curves and booleans have been left on the back burner and the coding emphasis has been put on mesh modelling and subsurfaces.

In open source coders can’t be expected to work on stuff that they don’t choose to and the reasons for not choosing are manifold (rewriting the curves code would probably mean ripping the plumbing out every other part of the code except the GUI). And why do it when the mesh code is so functional?


I just want to say thanks for all of the replies.

Lots of good information!