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 stepsâ€™ height is smaller than their width/length? It might be the issue? If can remember, I think the â€śFace Insertâ€ť method (shortcut â€śIâ€ť) was 0.1 and â€śExtrudeâ€ť (shortcut â€śEâ€ť) was 2â€¦ 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 Iâ€™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 Michaelâ€™s video.

Sweet, great job solving it!

Btw, I still donâ€™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 â€śreal lifeâ€ť 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 partâ€¦

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 canâ€™t be scaled in proportion to itselfâ€¦ I donâ€™t exactly get it, sorry

hmmmâ€¦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 â€śHandâ€ť 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 doesnâ€™t affect the overall object. IDKâ€¦maybe in as confused as you are LOL.

I think itâ€™s like this:

You can have a cube with **dimensions** of say, 2 units on width, height and depth. That is itâ€™s â€ś*original*â€ť form.

But you can **scale** it to have double the width, so it will look like a â€śbrickâ€ť with 2 units of height, 2 units of depth, and 4 units wide. But if you donâ€™t apply this **scale transformation** itâ€™s **original dimensions** will still be of a 2x2x2 cube. So the software will actually read it as a â€śdeformed cubeâ€ť instead of a â€śbrickâ€ť.

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 itâ€¦ 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 donâ€™t fully understand helps you understand it better