Im not sure where i went wrong, but my 45 degree angle for the ramp/railings n stairs is not 45 degrees. I found this out when i went to do my array, and the stairs were not lining up as per how Michael did the array. So i have GIANT stairs for giant people??? Maybe Aliens??
I think your calculations are off. See, how your big steps’ height is smaller than their width/length? It might be the issue? If can remember, I think the “Face Insert” method (shortcut “I”) was 0.1 and “Extrude” (shortcut “E”) was 2… At least I think so. Just play around with it, you should find the problem
[Edit]
Yes, if you first scaled the cube to 20 in object mode, then went into edit mode, and applied face insert with 0.1 as the scale, then extrude it by one unit (E + 1) then your steps will be uneven. Extrude it by 2 units, and you should be good to go
I think I will re-try the pyramid from scratch and see where I went wrong. But I’m going to continue with what I have for now to finish the section.
Thank you for the advice!!
No problem! Enjoy
Yup. i totally did the base incorrectly. I literally did it by 20x20. The confusion was the scaling vs dimensions. So my stairs now jive with the array as per Michael’s video.
Sweet, great job solving it!
Btw, I still don’t fully understand scaling and dimensions
im watching the Transforms lecture which should hopefully shed light on it.
Ok so what i gather is the Dimension is the “real life” size of the object in the World. The scale is related to proportions to what the object is. If that makes any sense.
Ok, I got the Dimension part…
But what do you mean, the scale is in relation to the proportions of the object? I mean, if, for example, we have a cube, it can’t be scaled in proportion to itself… I don’t exactly get it, sorry
hmmm…maybe im trying to say is that the scale is mainly for edit mode, and used for reference when u need to make things look proportional. ie: a “Hand” might be 5 blender units long, 4 units wide, but when you edit the mesh, scaling the fingers to be the proper lengths (size) to look correct doesn’t affect the overall object. IDK…maybe in as confused as you are LOL.
I think it’s like this:
You can have a cube with dimensions of say, 2 units on width, height and depth. That is it’s “original” form.
But you can scale it to have double the width, so it will look like a “brick” with 2 units of height, 2 units of depth, and 4 units wide. But if you don’t apply this scale transformation it’s original dimensions will still be of a 2x2x2 cube. So the software will actually read it as a “deformed cube” instead of a “brick”.
I guess another way of putting it is saying that scale deforms the geometry while preserving the original dimensions, which are only altered if you apply the transformations, or change them directly.
Ooohhh, ok yes, now I get it… Thanks!
Thanks for the clarification Van! Its hard to understand something, yet try to explain it. I watched the Applying Transformations a couple times to burn it in my brain.
Cheers
I find that often, when you try to explain something that you don’t fully understand helps you understand it better