For some reason model is all connected in Object Mode why is this?

Hey everyone,

So I was cruiising along following a picture as a refrence of a wooden toy air plane. I was feeling pretty good about how things were starting to come along roughly, (still alot of details to be added and worked on of course) but when I went to change back to object mode to move a single peice. (a seperate cube mesh that i made and added as a peice of the plane once it was shapped) It moved the whole model as one object instead of letting me select just the peice that I wanted to move over and adjust. I had not clicked join or purposly put all the peices together at this point in time to my knowledge.

Do you guys have any idea why this is going on? I have tried a few differnt things to adjsut this but aside from trying to use some of the tools i dont know how to use yet (saw one called cut that i thought might help seprate things but wasnt wanting to try it quiet yet I wanted to stick with what the challange was suppose to be teaching at this point). I think that maybe i just did something wrong on my end… maybe I had the origional object selected when i hit shift a and hit the new cube mesh? Would that automatically join the objects that I bring in? Just kind of trouble shooting and thinking out loud here. Thanks, any info you may have would be awesome. I am excited to learn and grow from mistakes and keep moving forward.

Here is a screen shot of my first semi serious modeling attempt the wooden airplane toy and maybe you can see something wrong in my settings or bars that would explain the bahavior that i am getting. Thank you so much for your time I apprecaite it greatly.

Hi!

Your description is a little vague from my perspective, but the again I know a bit more…

First some statements to clarify what can happen:

  • When in object mode, adding a cube means add another object
  • When in edit mode adding a cube means add a cube-shape to the total description of the one object.
  • Splitting (P -> [Selected]) and joining (CTRL-J) may add doublet vertices and cause confusion

The picture you provide suggests you have added several primitives to the one object, since you are in edit mode and there is more than one isolated shapes. As I remember the lesson the handling of aligning multiple meshes and splitting and joining objects is beyond the scope. If you stick to extruding your way to a simple shape none of what you are describing should occur.

Still, some hints:

To select the isolated mesh in an object use CTRL - L in edit mode, the P -> [SELECTED]
To get back on track ( as I remember it) you can also remove the isolated mesh and extrude anew.

Good luck!

PS:
Appetizer, made by me when exploring light and translucency.
Stay on track, Ben and Michael will get you there!


:DS

Thanks, my apologies for the vauge explination. I think I worked out what happened… When I was adding the primitives I was in the wrong mode so that when i added them it appears to have added them as a whole whiel in edit move vs as seperate primitives.

I am not sure if my explination is making sence or not, but for whatever reason when I add the new mesh primitives in a certain mode they are all seperate but if i do so when in the other mode it adds them all together to one mesh it appears so when i move to object mode to move them it is all connected.

Might just be a bug or it might just be how the program works, I am very new to this I have only previously played around with and used Maya a bit in a class before this so I am not sure all the speicifics yet but i appreciate your responce. Thanks for your time and responces and awesome image!! Thanks for sharing! Seems like blender is a much more powerful and awesome peice of software then i realized before starting this course. Thanks!

It’s not a bug, it work like this.

But you can correct the problem after.
Select any part (vertice, face, whatever) of the second object, press “Ctrl +” until you select the whole object and click “P” - selection - and miracle you have 2 objects.

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What has happened is indeed what you think.
This occurs when you add meshes via edit mode instead of object mode.
Adding them in Edit mode makes the new mesh part of the existing object which is why we always add in object mode so we can move them and edit them independantly in edit mode.

Hope this helps explain :slight_smile:

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Cool, thanks for the info. I figured that was what happened just wasnt sure if that was how it was set up to work or if it was just some mistake a made thanks! Its a lesson I will definatly remember from now on add meshes in object mode not edit mode. thanks!

awesome, thanks for the info and for the tip on how to fix that and seperate the meshes as well!

I can be usefull to add object in edit mode.
If you have 2 pieces of a unique object, you can mix 2 objets.

But you’ll see in the future, the best is to extrude the first part to create the second part (after rendering it’s totally different).

If you want, i can make a small exemple for you.

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awesome, that makes alot of sence. Thank you for the information. If you have the time to put together a little example that would be awesome. If you are busy though please dont stress over it by any means. I have not gotten to the learning area for rendering quiet yet but I am excited to learn about all that stuff in the future in more detail. I do have another question… though I maybe should post it on another forum…

So I exported a few placeholder models that I made in Blender as FBX models and added them to my unity game project. They came over great and it was pretty awesome the only thing i am running into issue wise is that when i put the item into a scene I can walk right through them. They look great and how they should… but they are not solid. Is there some way to fix that? Is that what the “Baking” is all about that I have heard some refrence to but not gotten far enough to learn about yet?

Thanks again for the info i gratley apprecaite it.

Hey Ryan,

Just caught my morning checks on the fourms :slight_smile:
This is covered in the bowling section but it has to do with a collider mesh. I dont want to throw too much at you at once so i suggest working though the course and it will become clear later :slight_smile:
Hope this helps

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Duh… wow… I completely knew this… I have been working in unity and programming for a few years now… I just have not gotten into the modeling side yet… I will blame it on being after midnight… but thanks that is such an obvious issue… lol sorry about that silly question. lol

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No question is a silly question unless it goes unasked :slight_smile:
Although at 7:15am in the UK on Sunday, having an easier question is appreciated :slight_smile:

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haha, thanks appreciate the help :slight_smile: Hope you have a great day! I am sure ill be heading to be pretty soon here. I am sure that we will see each other more frequently now on the forums as I am activly taking the courses again now :slight_smile:

The green one : 2 objects (group or not, it doesn’t change anything for render)
The red one : 1 object, i create the circle and extrude the center to create the axe.

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Very cool, thanks for giving me an example! That looks pretty cool, cant wait to learn rendering and lighting etc. as well :slight_smile:

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